Homebrew Ethereal Life Energy Vampire Species Details

The Ethereal Vampire is a rare and enigmatic hybrid, born from a union of ghostly and vampiric bloodlines. Dominated by their vampiric ancestry, these beings still carry faint echoes of the spectral realm, manifesting in subtle yet profound ways. They walk the line between life and death, blending traits of both the undead and the ethereal with an unsettling grace.

While many vampires are bound to the shadows, the Ethereal Vampire can walk in the light of day, though not without consequence. Known as Daywalkers, these hybrids endure sunlight with mild discomfort but suffer from its touch over prolonged exposure. Their pale skin, crimson eyes, and almost ethereal presence make them stand out among mortals, forever caught between two worlds.

Most Ethereal Vampires are loners by necessity, shunned by both their vampiric kin for their diluted blood and by mortals for their eerie connection to death. Yet, their unique heritage also grants them resilience, a strange allure, and an innate connection to the unseen spirits that haunt the world. Whether driven by the thirst for blood, the need for vengeance, or a quest for understanding their fragmented existence, Ethereal Vampires carve out their own paths in a world that often fears or misunderstands them.

Ethereal Life Energy Vampire Traits

When you create a character using a lineage option here, follow these additional rules during character creation.

Sight

You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You can also see 15ft into the ethereal plane.

Ethereal Walk

As a bonus action, you can become ethereal until the end of your next turn. While ethereal, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you were shunted. You can use this trait once per long rest.

Ghostly Resilience

You have resistance to necrotic damage.

Daywalker

 

  • You have disadvantage on Wisdom (Perception) checks that rely on sight while in direct sunlight.
  • If you begin your turn in direct sunlight, you take radiant damage equal to half your level (minimum of 1 damage). You can reduce this damage by half if you are wearing protective clothing, such as a hooded cloak.

 

Daywalker Resilience

You have advantage on saving throws against being charmed, and magic can’t put you to sleep

Ethereal Step

"You can cast the Misty Step spell once per long rest. Constitution is your spellcasting ability for this spell

Vampiric Bloodline

You are considered undead for the purposes of spells and abilities that affect undead, such as Turn Undead. However, you do not require a coffin for rest, and you can regain hit points as normal during short and long rests.

Emotion Manipulation

The character possesses a unique trait known as Emotion Manipulation, a manifestation of their vampiric heritage. This ability allows them to manipulate the emotions and thoughts of others through subtle charm and a captivating presence. They can use this power to influence social interactions, making it easier to seduce, persuade, or intimidate those around them.

 

  • Hypnotic Gaze: Once per short rest, the character can focus their gaze on a creature within 30 feet that they can see. The target must succeed on a Wisdom saving throw (DC = 8 + the character's proficiency bonus + their Charisma modifier) or be charmed for 1 minute. While charmed in this way, the target regards the character as a trusted friend. The effect ends early if the character or their companions do anything harmful to the target.

  • Heightened Emotions: The character can amplify the emotions of those around them. As a bonus action, they can choose a creature within 30 feet, heightening its current emotional state (fear, joy, anger, etc.) for 1 minute. The affected creature has advantage on ability checks related to that emotion but disadvantage on saving throws against effects that would exploit those heightened emotions (e.g., intimidation or fear effects).

  • Dream Influencer: Once per long rest, the character can influence a creature's dreams. If they are familiar with the creature, they can attempt to plant a suggestion in its dreams, requiring the target to make a Wisdom saving throw (DC = 8 + the character's proficiency bonus + their Charisma modifier). On a failed save, the target experiences a dream shaped by the character’s influence, which can evoke specific feelings or thoughts. If the target willingly chooses to fail the saving throw, the character can see their dreams and gain insight into their fears, desires, or secrets. The target remembers the dream vividly and may be inclined to act on the feelings it evokes when they next encounter the character

 

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.

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