Homebrew Energy Vampire Species Details

Being an Energy Vampire is a curse passed down from parent to child. They are not born with the knowledge of their lineage, only a gnawing hunger that is seldom satisfied. If they are fortunate, the parent that passed on the curse will be present to guide them through their adolescence, providing instruction on how to mitigate their hunger and their use power. The less fortunate are forced to make such discoveries on their own. In either case an Energy Vampire derives it sustenance from the life force of creatures around it, an emotional parasite.  Energy Vampires can especially be found anywhere with people displaying heightened emotions that make for tastier meals, and lowered inhibitions that make for easier prey; raucous taverns and sultry brothels being easy hunting grounds. Despite this, a vampire might have a particular emotion that they want coursing through their meal, from the desperation of beggars, to the joy of a gambler on a winning streak. Such preferences may drive the vampire to inhabit certain societal roles, or orchestrate elaborate scenarios to put their prey in the state of mind of their preferred flavor. 

When engaging in the act of draining a victim of life force, the temptation to drink them dry may always be present, but smart vampires frequently only take small sips to avoid suspicion and maintain reliable food sources. Though an energy vampire can sustain itself on mundane food and drink, the experience is not pleasant and can leave them weak. Instead of going entirely without, Vampires that find the act reprehensible to perform on other humanoids frequently turn to capturing and draining the life force of animals, despite their powers of manipulation being ineffective against them.

Energy Vampire Traits

Energy Vampires have the innate ability to manipulate their victims and drain their life force, bolstering their own vitality in the process.

Ability Score Increase

Your Charisma score increases by 2.

Hidden in Plain Sight:

 Energy vampires do not have a set appearance of their own and will always take on the racial appearance of their non-vampiric parent. Choose one other Race; This will determine your general look as well as your Age, Size, and Speed

Alignment

Energy Vampires frequently display the morality of their upbringing. Though the act of manipulating and draining individuals may be evil, some go out of their way to only feed on the wicked, or animals, leaving humanoids alone entirely.

Darkvision

Due to the predator that lurks within you, your eyes are tuned to the night so that you can see your prey at their most vulnerable. 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’t discern color in darkness, only shades of gray.

Intoxicating Presence

You can cast the charm person spell once per Long Rest as a 1st-level spell. Once you reach 5th level, you can also cast the enthrall spell once per Long Rest. Charisma is your spellcasting ability for these spells. Creatures Charmed this way do not know they were charmed by you.

Predator’s Insight

You know the current emotional state of any humanoid creature you are touching.

Energy Siphon

You sustain yourself by feeding on the emotions and life essence of other creatures. Using your action you can touch a creature and force it to make a Constitution saving throw as you attempt to drain away its life force.The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature suffers one level of exhaustion, you regain one level of exhaustion, gain temporary hit points equal to your Charisma Modifier that last for one hour, and do not need to eat, sleep, or drink for the next 48 hours, as the energy nourishes you. Any Creature Charmed by you automatically fails its saving throw, instead suffers two levels of exhaustion, and continues to be charmed. If a Creature is killed with this ability it is left as a gaunt and dessicated husk, and you gain temporary hit points equal to that creatures remaining hit points + your Charisma Modifier, these temporary hit points last for one hour. 

If you do not successfully use this ability for a week or more, you suffer one level of exhaustion that cannot be removed until you successfully use the ability again.

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