Homebrew Vampire High Elf Species Details
Bloodthirsty
On the night of a full moon, you must roll a d20. If you roll below 10, your half-vampire finds themselves overwhelmed by their primal urge. They find the nearest living being and attack them, seeking the warm liquid within them.
From level one, a half-vampire may choose to willingly drink the blood of others. Should they complete this action, they gain 1d8 healing. To suck the blood of another being, you must succeed in grappling that being, using your bonus action to bite them.
Bite Attack
You can attempt to bite your opponent and steal part of their life force as a bonus action, provided you have already grappled them (1d8+Charisma mod.). You have charges starting at 2nd level, and gain a charge every other level. Add 1d8 to the heal as you level up every other level.
Sunlight Sensitivity
Your vampiric blood causes you to feel a sense of discomfort when your skin is exposed in bright, natural light. When uncovered in sunlight, you have disadvantage on all perception checks, dexterity based checks, and charisma based checks, including saving throws.
This can be prevented by wearing thick clothing and covering your skin in the daytime.
Uninvited
To enter a private property unbidden, you must succeed in a DC10 Wisdom saving throw to overcome your basic instincts. If you roll below 10, you find yourself unable to force your body across the threshold of the abode. You can try again after a short rest or you may enter if the occupant invites you in
Keen Senses
You have proficiency in the perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Sleepless
Half-vampires don't need to sleep. They find themselves awake for all hours of the day. They can enter a meditative state if they so desire, but this can be dull and boring to half-vampires. Instead, they find learning and training to be helpful to pass the hours.
Languages
You can speak, read, and write Common, Elvish and Vampiric. Vampiric is a series of guttural hisses that vampires and their spawn use to intimidate and communicate.
Ability Score Increase
Your Dexterity score increases by 2.
Your Charisma increases by 1.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Shapchanger
If you aren't in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can't speak, your walking speed is 5-feet, and you have a flying speed of 30-feet. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20-feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. except the damage you take from sunlight.
Charges: Starts at 1st level with one use, charges are gained equal to your level.
Vampire Charm
As an action, you can target one humanoid you can see within 30-feet of you. If the target can see you, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) against this magic 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 for your bite attack.
Each time you or one of 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. It also ends if your target is on a different plane of existence than you, or if you take a bonus action to end the effect.
You can only use this ability on a target once.
Turning Another
You can attempt to turn another humanoid into a vampire by choosing to release venom into their blood stream when using your bite. You gain this ability at level 3rd level.
As a vampire, you gain the following attack options.
- Claws. Melee Weapon Attack: 1d8 Slashing damage. Instead of dealing damage, you can grapple the target, escape DC is 10+ your Strength modifier.
- Bite. Melee Weapon Attack: Can target one willing creature, or a creature that is grappled by you, incapacitated, or restrained. 1d6 necrotic damage.
Vampire High Elf Traits
Vampire :0