Homebrew Favored Vampire Spawn Species Details
Ability Score
Vampires are incredibly charming and stealthy. You have +3 bonus points to spend on ability scores (+2 and +1 OR +1 +1 +1).
Vampiric Flaws
Harmed by Running Water: As a vampire you take 1d4 cold damage if you end your turn submerged from the waist down in running water.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Pure Silver: A wound caused by a silver object that remains stuck in the wound causes the poisoned condition until the object is removed.
Sunlight Hypersensitivity: While in extreme direct sunlight, you have disadvantage on attack rolls and ability checks. You are also weak to radiant damage.
Spawn Obidence: Your Vampiric Master can the Command Spell at will as a bonus action, you automatically fail your Wisdom Saving Throw.
Spawn Fear: You have disadvantage on attack and saving throws against/from your Vampiric Master.
Vampiric Perks
Sunlight Protection: Your Vampiric Master has called upon ancient rituals to protect you from crumbling in direct sunlight.
Natural Weapons: Your fangs and claws are natural weapons, you can use them to make attacks as bonus actions. Your fangs deal 1d4 + your Strength modifier in piercing damage. Your claws deal 1d6+ your Strength Modifier in slashing damage.
Spider Climb: Your Vampiric Master has favored you teaching you how to use your new strength to climb difficult surfaces, including upside down on ceilings with a dexterity check depending on the situation. Climbing speed is equal to walking speed.
Undead: Vampires are considered Undead, and not humanoid. This means that spells that affect humanoids don’t affect them, and that they don’t need to eat, sleep or breathe to continue existing. Necrotic damage and poison damage you resist, however radiant damage is doubled against you.
Vampiric sight: Your Vampiric Master has favored you and has taught you how to be a predator of the night. You have Dark vision through regular out to 60ft and magical darkness out to 20ft. You also have advantage on perception when in darkness or dim light.
Shadow walker: When in shadow, your enemies have a hard time seeing you giving you a proficiency in stealth. If you succeed in a stealth check you’re awesome; If you fail this check you will be seen much quicker and easier.
Blood Sense: You can sense the blood of bleeding creatures in a 300 ft radius of yourself allowing you to hunt them down.
Sleepless Watchers: You are undead and you don’t require any sleep. You may meditate for 4 hours, but you will still be alert and aware of your surroundings.
Vampiric Traits
Creature Type: Undead
Size: Medium (about 5–6 ft)
Age: Vampires have no age limit, and can be multiple millennia old.
Speed: 30 feet
Speed Climbing: 30 feet
Languages: You can speak, read, and write Common, a language of your choice, and Vampiric. Vampiric is a series of guttural hisses that vampires and their spawn use to intimidate and communicate.
Vampiric sight
Your Vampiric Master has favored you and has taught you how to be a predator of the night. You have Dark vision through regular out to 60ft and magical darkness out to 20ft. You also have advantage on perception when in darkness or dim light.
Ability Score Increase
You have a +2 to CHA and +1 to DEX.
Harmed by Running Water
As a vampire you take 1d4 cold damage if you end your turn submerged from the waist down in running water.
Stake to the Heart
If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Pure Silver
A wound caused by a silver object that remains stuck in the wound causes the poisoned condition until the object is removed.
Sunlight Hypersensitivity
While in extreme direct sunlight, you have disadvantage on attack rolls and ability checks. You are also weak to radiant damage.
Spawn Obidence
Your Vampiric Master can the Command Spell at will as a bonus action, you automatically fail your Wisdom Saving Throw.
Spawn Fear
You have disadvantage on attack and saving throws against/from your Vampiric Master.
Sunlight Protection
Your Vampiric Master has called upon ancient rituals to protect you from crumbling in direct sunlight.
Natural Weapons
Your fangs and claws are natural weapons, you can use them to make attacks as bonus actions. Your fangs deal 1d4 + your Strength modifier in piercing damage. Your claws deal 1d6+ your Strength Modifier in slashing damage.
Spider Climb
Your Vampiric Master has favored you teaching you how to use your new strength to climb difficult surfaces, including upside down on ceilings with a dexterity check. Climbing speed is equal to walking speed.
Shadow walker
When in shadow, your enemies have a hard time seeing you giving you a proficiency in stealth. If you succeed in a stealth check you’re awesome; If you fail this check you will be seen much quicker and easier.
Shadow walker
When in shadow, your enemies have a hard time seeing you giving you a proficiency in stealth. If you succeed in a stealth check you’re awesome; If you fail this check you will be seen much quicker and easier.
Blood Sense
You can sense the blood of bleeding creatures in a 300 ft radius of yourself allowing you to hunt them down.
Sleepless Watchers
You are undead and you don’t require any sleep. You may meditate for 4 hours, but you will still be alert and aware of your surroundings.