Homebrew Ancient Pure Vampire Species Details

Pure Vampires are those who can trace their ancestry to Strahd, the first Vampire. Pure Vampires have resistance to the Sun and are able to walk freely in sunlight, however, they are not immune to the weakening affects and can't stay in the sun for too long. Pure Vampires are also able to stay in running water and enter homes without invitation from one of the residents but are still weak to a stake to the heart or silver weapons.

Size

Humanoid in size Between 5 Feet and 6 Feet 6 inches. Your size is medium.

Age

Ancient Vampires have no age limit, and are multiple millennia old.

Speed

You have a movement speed of 40 feet.

Alignment: 

Vampires are few, and have very different personalities depending on their family traditions.

 

As an Ancient Vampire you have the following flaws:

Stake to the Heart - If a piercing weapon made of wood is driven into the vampire's heart, the damage dealt is always considered a critical roll.
Sunlight Hypersensitivity - While in sunlight, it has disadvantage on attack rolls and ability checks. Staying in direct sunlight for 4 hours causes the (Poisoned) condition until after a short rest in shade.
Silver Intolerance-  A Piercing wound caused by a silver object that remains stuck in the wound causes the (Poisoned) condition until the object is removed.

 

Ancient Pure Vampire Traits

Ancient Pure Vampires are powerful

Ability Score

Ancient Pure Vampires are stronger and faster than regular vampires. Your strength increases by 2 and Dexterity by 1, or you can increase Dexterity by 2 and Strength by 1

Undead

Vampires are considered Undead, and not humanoid. This means that spells that affect humanoids don’t affect them, and that they don’t need to eat, sleep or breathe to continue existing. Necrotic damage and poison damage don’t affect you, however radiant damage is doubled against you.

Vampiric Ancestry

You have immunity to charms and sleeping spells.

Vampiric Charm

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. This can be used once per day.

Vampiric Mist

You have the Innate ability to cast Misty Step at will and Fog Cloud 3 times/day.

Vampiric Mantle

As an Ancient Vampire,  when in the shadows, your enemies struggle to see you. You have proficiency in stealth.

Darkvision

Thanks to your vampire blood, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you, and in darkness as the same. You also have advantage on perception when in darkness or dim light. 

Shape Changer

  • Bat form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
  • Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight.

Once you transform in this way, you cannot transform again until after a short or long rest.

Fangs of the Vampire

As a bonus action on your turn, you may make a bite attack, dealing 1d4 piercing damage on a hit, plus necrotic damage equal to your proficiency bonus. Also on a hit, you restore hit points equal to the necrotic damage dealt.  At 3rd level the piercing damage becomes 2d4.

Blood Weapon

You create a weapon type that you are proficient with, with your own blood. Take 1d6 bleed damage on initial cast.

Summon Swarm

As an action, you may magically call 1d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 1d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.

You can only cast this twice per day or once if you summon wolves.

Previous Versions

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