Homebrew Yujisho Vampire Species Details

Vampires from the east, the Yujisho tend not to travel far, with communes of retainers in strongholds amongst forests and mountains. Tending to be religious, the Yujisho are rare in the west,  as the majority of their influence lies in the Taejunese Empire. Still some do seek long lost legends, communes and forests of the west, wielding foreign magicks and abilities. Their power waxes in the presence of moonlight whilst they can summon spirits from the Elemental planes and bind them in talismans or other objects to aid them in their pursuits.

Yujisho Vampire Traits

Beings of the night, the clandestine vampires bear traits of undeath and fangs

Creature Type

You are an Undead. Spells that state they do not heal Undead do heal you.

Size

You are Small or Medium, you choose when you pick this race.

Speed

Your walking speed is 40 feet.

Knowledge of the Nightborn

You have proficiency in two skills of your choice

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Deathless Nature

You don’t need to breathe, eat or drink.

Spider Climb

 You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Sunlight Hypersensitivity

You suffer 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. You cannot regain hitpoints in sunlight.

Stake to the Heart

If a piercing weapon made of wood is driven into your heart whilst you are incapacitated in your resting place, you are paralyzed until the stake is removed.

Regeneration

You regain 10 hitpoints at the start of your turn. This improves to 15 at Level 17. This trait doesn't function if you were dealt radiant damage or were damaged by holy water since your last turn.

Hypnotic Gaze

You target one humanoid you can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this effect or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target to feed from.

Each time you or your 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 you are destroyed, on a different plane of existence than the target, or takes a bonus action to end the effect.

Vampiric Bite

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that has blood, you can empower yourself in one of the following ways of your choice:

  • You gain 1 Vitae
  • Your next ability check or attack roll has advantage.
  • You regain hit points equal to the piercing damage dealt by the bite.

If you make more than one attack with Vampiric Bite in an attack action, the attack rolls after the first have disadvantage.

The Crimson Thirst

All vampires must drink blood to sustain themselves or suffer unbelievable torment and madness. You can feed without dealing damage to a target, if they are willing, grappled or otherwise restrained, as you heal the wounds you cause through the bite. Each Small humanoid has 5 Vitae, each Medium humanoid has 8 Vitae and Large Humanoids have 12 Vitae. Upon losing 1 or more Vitae, a humanoid must make a DC 10 Constitution saving throw or become incapacitated. On losing half or more of their Vitae, the humanoid dies. Each point of Vitae takes a minute to consume from a humanoid. You can have a maximum amount of Vitae equal to your Constitution score plus your level. You lose 1 Vitae every twelve hours.

Dessicated (Vitae Under 0) : You are paralysed

Ravenous: (Vitae 0 to 3) You must make a DC 20 Wisdom saving throw when encountering humanoids or become hostile to them. You have disadvantage on ability checks.

Hungry: (Vitae 4 to 6) You cannot take short rests. 

Sated: (Vitae 7 to 16) No effects.

Sanguine: (Vitae 17 upwards) You gain a point of Inspiration

Quickening

You rouse your blood to move your body at supernatural speed and grace. As a bonus action, you expend 2 Vitae to double your movement speed for three rounds and immediately move up to your movement speed. You can also make an additional item interaction this round.

Undying Vigor

You can expend any number of Vitae as an action to regain a number of hitpoints equal to four times the amount of Vitae expended. At 15th level, it's equal to six times the amount of Vitae expended.

Blush of Life

You expend 1 Vitae as an action to mimic a humanoid heartbeat, pulse and rush of blood to your skin, giving you advantage on Deception checks to pass off as humanoid

Carmine Will

Boiling the blood inside your veins, you force your body or mind to greater heights. You can expend 2 Vitae to reroll an ability check, attack roll or saving throw. The next time you use this before your next long rest, the cost increases by one

Moondancer's Lull

The Yujisho are rejuvenated in moonlight and this is reflected in their slumber. Whilst resting in moonlight, Yujisho are not incapacitated and can conduct light activity. In addition, whilst in moonlight or an effect replicating it, you can expend 10 Vitae reduced by your Wisdom or Charisma modifier (whichever is higher) and take a long rest for 6 hours. Alternatively you can long rest for 24 hours and not expend the initial Vitae (though you will still lose Vitae every twelve hours). When resting not in moonlight, you are incapacitated and you must expend 12 Vitae and rest for 12 hours or expend no Vitae and rest for 72 hours. When finishing a long rest in moonlight, you gain a point of inspiration. When finishing a long rest without moonlight, gain a point of exhaustion.

Turn Resistance

At 8th level, you have advantage on saving throws against being turned.

Tethered Spirit

Yujisho must tether themselves to an organic creature, known as a Link, which they must remain within a mile and are destroyed if the creature is slain. A Yujisho cannot willingly move more than a mile away from their Link and when approaching 100 ft to the edge of the perimeter of the mile must make a DC 15 Wisdom saving throw at the start of each turn to stay in the area. When moved outside of the mile, Yujisho must head towards their Link by any means necessary and can't gain Vitae until they are back inside the area of their tethered creature.

Bound Sigils

Using rituals to scrawl talismans in your own blood, you are able to summon elemental spirits and bind them to objects. In a process taking an hour, you can expend 2 Vitae and imbue an object, of which cannot be greater than Large in size, with one of the following invocations. You make an Intimidation, Nature or Persuasion check against the elemental's Insight check. On a success, the mephit is bound to the item for a number of days equal to the difference between the checks. On a failure, the Vitae is wasted. You can have up to one invocations active at one time, increased to two at 5th level, three at 10th level, four at 15th level and five at 20th level. You can have multiple of the same Invocation.

Invocation of Sheltering Earth. (Requires pot of sand for the ritual) You summon and bind a Dust mephit into an item. While imbued this way, the item whilst it is on your person, gives you advantage on saving throws against being knocked prone and on Athletics and Acrobatic checks. You can expend this item as a  reaction whilst the imbued item is on your person to grant yourself resistance to bludgeoning, slashing and piercing damage against one damage roll. Once you use this item in this way, it turns to sand and is useless.

Invocation of Cruel Ice. (Requires a bowl of water) You summon and bind a Ice mephit into an item. While imbued this way, the item whilst it is on your person, you have advantage on saving throws against the charmed condition. You can use a bonus action whilst the imbued item is on your person to target up to a number of creatures equal to your proficiency bonus. They must make a DC equal to 8 + your proficiency bonus + your highest mental ability modifier Constitution saving throw or have their movement speed reduced to 0 until the start of your next turn. Targets that are two sizes larger than the item are unaffected. Once you use this item in this way, it dissolves into water and is useless.

Invocation of Tempered Flame. (Requires a candle for the ritual) You summon and bind a Magma mephit into an item. While imbued this way, the item whilst it is on your person, you have advantage on saving throws against the frightened condition. You can expend the item to reroll a damage roll of an attack or spell and add your highest ability modifier to the damage (no action required). Once you use this item this way, it burns to ash.

Invocation of Hidden Clouds. (Requires a bellows for the ritual) You summon and bind a Steam mephit into an item. While imbued this way, the item whilst it is on your person, you can glide to the ground instead of falling as long as you are concious as well as doubling your jump distance. You can expend the item whilst moving during your turn to fly a number of feet equal to your movement speed (this is in addition to your innate movement). Once you use this item this way, it scatters into fragments into a fierce gale.

Invocation of Inexorable Swamp. (Requires a bowl of dirt for the ritual) You summon and bind a Mud mephit into an item. While imbued this way, the item whilst it is on your person, you ignore the effects of difficult terrain and have a swimming speed equal to your movement speed. You can expend this item as a reaction to end the grappled or restrained condition and the next attack against you before the start of your next turn has disadvantage. Once you use this item this way, it turns into sludge.

Invocation of Ruinous Ash. (Requires embers for the ritual) You summon and bind a Smoke mephit into an item. While imbued this way, the item whilst it is on your person, you have half cover whilst in dim light or darkness in addition to having advantage on Stealth and Deception checks. You can expend this item as a bonus action to turn into a cloud of smoke. You can enter and occupy the space of another creature whilst in the form of smoke. In addition, you have resistance to nonmagical damage and you can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. These benefits last until the start of your next turn, if you are occupying the space of another creature during this time, you are shunted to an unoccupied space within 5 ft. If there isn't a unoccupied space, you suffer 1d10 force damage and the range increases to 10 ft, repeating until you are in a unoccupied space. Once you use this item this way, it turns into ash.

Resilience

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Joy of Himari

You have advantage on all saving throws against spells whilst in moonlight and you have resistance to necrotic damage. In addition, you have advantage on Performance, Persuasion, Nature, Insight and Perception checks in moonlight.

Elemental Bond

At 4th level you have become closer to the Elemental planes, allowing you greater control of it's creatures and forces. Whenever you finish a long rest, select one damage type from amongst fire, cold, lightning, thunder and acid. You have resistance to that damage type until you change the resistance to another damage type on another long rest. 

Merge Spirit

At 6th level, you have learned to join the forces of your spirits together, increasing their strength. Whenever you summon or transmute a creature, choose another creature type, as long as you can summon that creature type, to join the creature with. You can only have one creature affected this way. At 10th level, you can affect two creatures with this ability or one creature twice, at 15th three instances of this ability and at 20th level four instances.

Aberration: The summoned creature is a Aberration in addition to it's other types and has advantage on saving throws against spells and magical effects.

Beast: The summoned creature is a Beast in addition to it's other types, has all of it's movement speeds increased by 10 ft and has advantage on attack rolls if there is another allied creature within 5 ft.

Celestial: The summoned creature is a Celestial in addition to it's other types, it gains resistance to radiant damage and has a flying speed equal to it's movement speed. If it already has a flying speed, that flying speed is increased by half (rounded down).

Construct: The summoned creature is a Construct in addition to it's other types, it can't be frightened, charmed, paralysed, petrified, poisoned or be exhausted. 

Dragon: The summoned creature is a Dragon in addition to it's other types, it deals an additional 1d4 fire, cold, lightning, thunder, poison or acid damage on it's attacks (you choose the type when you merge the creature). This increases to 1d6 at 10th level, 1d10 at 15th level and 2d6 at 20th level.

Elemental: The summoned creature is a Elemental in addition to it's other types, it has resitance to either fire, cold, lightning, thunder, poison or acid damage (you choose the type when you merge the creature). This changes to immunity at 15th level.

Fey: The summoned creature is a Fey in addition to it's other types, it ignores difficult terrain and can teleport to an unoccupied space within 30 ft as a bonus action.

Fiend: The summoned creature is a Fiend in addition to it's other types, gains darkvision out to 60 ft and whenever a creature hits it with a melee attack they suffer fire damage equal to your profiency bonus.

Monstrosity: The summoned creature is a Monstrosity in addition to it's other types, it's maximum hitpoints and hitpoint maximum is increased by your level and it's AC is increased by 2. This increases to plus 3 AC at 15th level. At 20th level, it gains temporary hitpoints equal to half your Wisdom score, rounded up. 

Plant: The summoned creature is a Plant in addition to it's other types, gains advantage on Athletics checks and regains hitpoints at the start of it's turn equal to your proficiency bonus.

Undead: The summoned creature is a Undead in addition to it's other types, if damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.

 

 

 

 

Potent Link

At 8th level, your soul has strengthened that of your tether and the creature you're connected to. You always know the direction and distance between you and your Link. Your Link has their maximum hit points and hit point maximum increased by your level if it's a Beast, half if any other. Your Link can give you the Help Action with one ability check of your choice (you choose at the end of each long rest) from any distance and doesnt have to see you. You can use this feature a number of times equal to your profiency bonus.

Twilight Rush

At 10th level, you can expend 5 Vitae and teleport to an unoccupied space within 30 ft. Whilst you are in moonlight, the Vitae cost is reduced by your Wisdom or Charisma modifier (whichever is highest), to a minimum of 1. In addition, any spells or effects that involve moonlight deal no damage to you and your Regeneration is increased by 5 whilst in moonlight.

Primordial Summoning

At 12th level, your connection to the Elemental Planes has heightened, to the point that you have a symbiotic relationship with elementals. You can expend 10 Vitae and perform a ritual that takes 1 hour to summon a Fire, Water, Earth or Air Elemental. At 15th level, you can summon Fire, Water, Earth or Air Myrmidons and at 20th level you can summon Dao, Djinni, Efreeti and Marids.  Make a Persuasion, Intimidation or Nature check against their Insight check. On a success, they follow your commands although they cannot move more than 300 ft from the point they were summoned. They are friendly to you and your allies thought you cannot directly control them. You can have up a number of them summoned equal to your proficiency bonus. By attuning to one for 12 hours, you can control it and it follows you wherever you go. If it would move more than 300 ft away from you, it is instantly banished. You can have only one elemental attuned to you this way.

Penance of Gaia

At 14th level, your affinity with the natural world and that of the elements has blossomed. You ignore difficult terrain from natural environments and whenever you heal another creature with a levelled spell, you gain 1 Vitae. This ability only works once per creature and only 1 Vitae can be gained at once. In addition, you can spend 1 Vitae to reroll the amount healed (but you must take the new result)

Elemental Ignition

At 16th level, you can imbue yourself with the vestiges of elemental spells you cast. Whenever you cast a spell that deals fire, cold, lightning, thunder or acid damage, you can expend 3 Vitae. If you do, the next spell or attack you cast or make in the next minute deals 1d10 damage of the damage type of the last spell you cast (on one damage roll). If you are Sanguine, it deals an additional die of damage.

Radiant Moonlight

At 18th level, you have spent an untold amount of time seeking the presence of Gaia in the light of moon and she has made her mark known. Whenever you cast a spell with moonlight, you can expend 5 Vitae. A spell effected this way has the properties of sunlight, with a radius of sunlight of 10 ft, for all but you and other Yujisho vampires. In addition, spells that deal fire, cold, lightning, thunder and acid damage also deal radiant damage equal to your Charisma or Wisdom modifier (whichever is higher).

Incarnate Starlight

At 20th level, your steps leave starlight in their wake as your nights spent under the moon have connected you to that of the elements. You have resistance to radiant damage, a fly speed equal to your movement speed, 60 ft of truesight and each creature of your choice within 30 ft at the start of your turn heals 10 hitpoints. If this would exceed their hitpoint maximum, it becomes temporary hitpoints instead. In addition, you can not be frightened or charmed.

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