Homebrew Vampire Species Details

Vampires are creatures caught between life and undeath. Their bodies are pale, cold, and impossibly still until the hunger stirs. Some are fully undead; others are half-living, cursed through ancestry or accident. They move with unnatural grace, see in darkness, heal faster than mortals, and channel a predatory magic bound to blood.

While feared and hunted, many vampires fight their darker nature. Some feed ethically, some bottle their hunger, and others give in completely. Regardless, their curse grants them a potent mix of agility, charm, and raw survival instinct.

 

Vampire Traits

As a Vampire, your cursed physiology grants you powerful physical gifts, sharpened senses, and supernatural resilience. But this strength comes at a price: an ever-present hunger for blood and a vulnerability to radiant forces. You walk the line between predator and person, surviving on stolen vitality while the curse inside you grows restless.

Nightborn Vision

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 cannot discern color in darkness—only shades of gray.

 

Vampiric Resilience

You have resistance to necrotic damage.

Additionally, when you drop to 0 hit points but aren’t killed outright, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.

You can use this trait once, and regain it when you finish a long rest.

 

Predatory Grace

You gain proficiency in either Perception or Stealth.

Additionally, you have advantage on checks made to jump, climb, or move silently. 

 

Blood Feast

As an action, you can bite a willing creature, a grappled creature, or a creature that is incapacitated.

Your bite deals 1d4 piercing damage + your Constitution modifier. You regain hit points equal to the damage dealt.

You can use this trait a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

This trait’s damage increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17 

 

Curse of Blood

You know the Thaumaturgy cantrip (your magic subtly warps the world around you).

At 3rd level, you can cast Charm Person once per long rest.

At 5th level, you can cast Darkness once per long rest.

You can choose to use Charisma or Constitution as your spellcasting ability for these spells.

 

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