Homebrew Half Vampire, Variant Species Details

Sometimes called Itpyrs, Nosferiche, dark spawn, the unborn, or children of the night, half-vampires are unusual creatures trapped between the light and the darkness. Not quite undead and yet not fully alive, half-vampires are extremely rare creatures indeed, ones that arise only under the most unusual and dark circumstances. Some may be the result of a pregnant woman very near to term being turned into a vampire, the unlife tainting but not quite claiming her unborn child. Others might have been the result of partial cures, once full vampires who have managed through some miracle to make it halfway back to a semblance of life.
Half-vampires have many of the strengths and power-like traits of their dark vampire ancestry, as well as a few weaknesses born of their undead tainted blood , but they are not undead. They cannot be turned and are immune to spells and magic effects that only affect the undead. In appearance they are often very similar to vampires or gothic humans, with sunken eyes and pale skin, and they are cool to the touch. However careful examination reveals a half-vampire has a heartbeat, albeit a slow one, and some slight body heat.

Half Vampire, Variant Traits

Half Vampire have the following racial traits

Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice increase by 2.

Age

Half-vampires mature at the same rate humans do and reach adulthood around the age of 20. They live much, much longer than humans, however, often exceeding 5000 years.

Alignment

Half-vampires exude a chaotic bent despite their lawful vampire heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size

Half-vampires vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Half-vampires have a swiftness that betrays their vampire heritage. Your base walking speed is 40 feet.

Darkvision

Thanks to your vampire blood, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you, and in darkness as the same. You can’t discern color in darkness, only shades of gray.

Kindred Ancestry

You have advantage on saving throws vs. death and against necrotic spells or effects, and resistance to all bludgeoning, piercing, and slashing damage from from non-silver or magical attacks.

Skill Versatility

You gain proficiency in two skills of your choice.

Languages

You can speak, read, and write Common,, and two extra languages of your choice.

Itpyric Magic

Half-vampires may cast the 1st level spell Charm Person at will, in addition they may also cast the 2nd level spells Misty Step and Spider Climb each twice per short or long rest, using Charisma as your spellcasting ability for them.

Minor Regeneration

The half-vampire regains hit points equal to half it's level rounded down plus it's CHA modifier (minimum of 1) at the start of its turn if it has at least 1 hit point.

Itpyric Weaknesses

Half-vampire have the following flaws:

Silver Intolerance: A Piercing wound caused by a silver object that remains stuck in the wound causes the (Poisoned) condition until the object is removed.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sensitivity to Holy Objects: You have disadvantage on all attack rolls, saving throws, and skill checks in the presence of a holy symbol or while within a sanctified place. You may make a (Deception) check (DC 20) every 10 minutes to conceal your discomfort.

Bite

A half-vampire may make an unarmed bite attack against one willing creature, or a creature that is grappled by the half-vampire, incapacitated, or restrained. On a Hit: (1d4 + STR Mod) piercing damage plus 4 (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2019 6:50:32 AM
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