Homebrew The Elder Race Species Details

If you are reading this, then the transformation is nearly complete. You must have pleased the Queen, fledgling, for her to bestow the gift upon you. Know that you are at the bottom of the Blood Court, with many eyes upon you, your actions from this day on will be noted carefully. The ring that you were given has performed the first of its task, now you will wear it as a badge of honor, a badge of your affiliation with the Blood Court. This badge will gain you entry to any Dark Hand base, as they work for us. They are simply farmers who tend the livestock of the towns for us, they will take you in and cherish you, and most importantly they will feed you. You must never get caught, or reveal yourself to those who should not know of us. To break this breach of etiquette means to put us all in jeopardy and will not be tolerated. The ring you wear will also bestow to you a resistance from the harsh rays of the sun, so long as you wear it. There are many of our people among the civilized areas of the River Kingdoms, they will know you by the ring, and you can expect them to approach you. It was in fact one of the court who brought your name up to us, and your open fascination. One last thing Fledgling, this ring will also identify you to the Dawnbringers, and they are around as well, they will kill you on sight, and once you are made, they will hunt you until you perish. We will be in touch.

 

The Elder Race Traits

Your traits will start off by reflecting what and who you once were, rather than abruptly changing to what you are now.

Roots Dug Deep

You have barely scratched the surface of your transformation, as such you are still more of what you were than what you are becoming. Your ability scores do not increase, instead they stay the same.

Vision of the Damned

Your eyes have become blood red, a telling sign of your heritage. But a benefit being that you are no longer hindered by darkness. Rather you can see as clearly in the dark as you could at night. With one slight alteration, you no longer see any color except shades of grey, except red. This gives you a keen eye for spotting bloody wounds, even in pitch black darkness.

Memories of a Past Life

You recall everything of your past life, with more clarity then ever before. You recall moments of infancy that you could never have hoped to remember weeks ago. You retain all languages you knew in your past life. You also retain your individuality and keep your alignment.

Beginning of Change

You start your vampric existence at your weakest. But you have been assured that your power will grow with your standing and merit within the court. The elder ones have survived since the happening, by blending in with humanity, something you will have to learn to do as well. 

 

Starting Vampiric Weaknesses:

  • 1d20 Acid Damage per round in Water, 2d20 in running water. 
  • 1d20 Positive Energy Damage per round in sunlight.
  • Disadvantage on all rolls in direct sunlight.
  • You must consume an ale Mugs worth of blood once every two days, or begin taking penalties from disadvantages to feral - frenzied feeding. (DM Discetion)
  • You cannot enter anothers home without permission, The DM will decide what is classified as a home and what is not. You need this permission only once per location permanently.
  • Your heart is vulnerable, a direct attack to your heart with wood will outright destroy you. Once you are stronger it will paralyze you instead of destroying you.
  • You naturally put the fear into animals, dogs, horses and any other animal will become aggressive if you approach. They can sense your true nature.
  • You gain a vulnerability to Positive Energy Damage.
  • You gain a vulnerability to Fire Damage.

Starting Vampire Strengths:

  • You gain a natural movement speed of 30ft, which for many races is a speed increase. 
  • You gain advantage on climbing checks. When stronger you will gain a climbing Speed.
  • You gain advantage on Acrobatics Checks.
  • You gain resistance to Necrotic Damage.
  • You gain a resistance to Cold Damage.
  • You gain 1d4 claw attacks, and a 1d4 bite attack.

Starting Vampire RP Features:

  • Your skin takes on a bluish white pale look, noticeably different, as it is the hue of dead flesh. 
  • Your skin feels cold and dead to the touch. 
  • You still breathe, but not nearly as often, and you are bale to hold your breath for great spans of time. 
  • The iris of your eyes has become blood red.
  • Your canines have elongated.
  • You do not have a reflection in mirrors or glass.
  • Wrinkles and other features of age smooth over, giving you more of a semblance of youth.
  • You seem nimbler then before, your steps sure.
  • You no longer cast a shadow.

Vampiric Agility

Your body is already stronger than it was before your transformation, you feel far more agile. You gain a base movement speed of 30FT, and you gain advantage on rolls for both Acrobatics and climb. Eventually you will gain a base climb speed.

Lords of the Dark Hand

The dark hands are subservient to the blood court, and act as livestock herders for them. Therefore, your ring will gain you access and nourishment from any dark hand outfit you come across. 

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