Homebrew Blood Drinker Species Details
Humanoid creatures are turned when a Vampire bites it, that creature is buried in the ground, and then rises the next night. The result of this process is a Vampire Spawn, which is not a true Vampire. Vampire Spawn are pawns of the Vampire that turned it, and are completely under the control of their sire. But, if a Vampire Spawn drinks the blood of a True Vampire, it will then become a True Vampire like the one that turned it.
Blood Drinker Traits
A form of vampire.Ability Score Increase
Your Charisma, Dexterity and Strength scores all increase by 1
Age
Vampires are immortal and do not age from the time they are infected.
Size
A vampire keeps the same size it had from it's original race
Original Race Traits
The vampire keeps it's original size, physical form and any languages known from it's original race
Vampire Bite
You can use a bonus action to bite the neck of a willing creature or a grappled, incapacitated or restrained enemy. When you use your bite your opponent must make a constitution save. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d4 necrotic damage on a failed save and half as much damage on a successful one.
The creature also has thier hit point maximum reduced by an amount equal to the damage taken, and you heal equal to the same amount. If the creature fails the save by five or more they have disadvantage on their next attack or saving throw. This also satisfies your need for blood.
A humanoid slain after being bitten, and then buried in the ground will rise the following night as a Vampire Spawn.
The damage increases to 3d4 at 4th level, 4d4 at 8th level, 5d4 at 12th level, 6d4 at 16th level and 7d4 at 20th level.
Superior 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 can discern color in darkness.
Vampiric Fortitude
You are immune to disease. You have advantage on saving throws against necrosis, and you have resistance against necrotic damage.
Undead
You cannot be healed by spells (you can heal only from potions or drinking blood). You are vulnerable to radiant damage.
Compulsion
You can cast Charm person without using a spell slot or needing components. Once you use this ability you cannot use it again until you finish a long rest. The DC is equal to 8 plus your Charisma modifier plus your proficiency.
The Old Rules
As a vampire you have disadvantage on attack rolls, saving throws and ability checks when in direct sunlight. Additionally you take 2d4 acid damage when you start your turn in running water. You also take 2d4 psychic damage when you start your turn within the residence of someone who did not invite you inside.
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