Homebrew Fledgling Vampire Species Details
Vampires are pale due to their undead nature and avoidance of the sun. While their stillness comes from the fact that they no longer need to draw breath, making every action and inaction a conscious decision on their part. When forced into a corner, their sharp retractable fangs and claws become a declaration of warning to all creatures that bleed as any eloquence in their humanoid guise disappears, replaced with a primal bloodlust as they cut down the living like a plague.
Fledgling Vampire Traits
Whether you drank the blood of a true vampire as a vampire spawn or made a pact with a dark power, you have become a true vampire, gaining the following traits.Deathless Nature
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 doesn't affect you, however radiant damage is doubled against you.
Ability Score Increase
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Vampiric Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals [roll]1d4[/roll] piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
- When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
- You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Keen Senses
Attuned to life in dark, unforgiving places, you have superior vision in dark and dim conditions. 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.
Spider Climb
Character gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Blessing of the Raven Queen
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Thin skinned
You cannot be in direct sunlight; you must be under cover otherwise you receive disadvantages on all ability checks and attack rolls, as well as taking [roll]4d10[/roll] of radiant damage.
Change Form
Three times per day, a vampire is able to turn into either a single bat, or a cloud of black mist. To be able to activate this trait, the vampire mustn’t be in the sun. You are able to maintain these forms for 24 hours before having to turn back into your normal vampire form.
Bat: As a bat, you have 10ft movement speed and 30ft flying speed. You are able to attack via bite, which is 1d4+your proficiency bonus+your dexterity modifier. Your size is small, and any melee attacks against you have disadvantage.
Black Mist: As the black mist, you have 0ft movement speed and 25ft flying speed via hover. You are not able to attack, nor be attacked by non magical weapons. You are not able to lift or move objects without reverting form, however you are able to seep through gaps that allow the passage of air.
Enthrall Person
The vampire Targets one Humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be Charmed by the vampire. The Charmed target regards the vampire as a trusted friend to be heeded and protected. The target accepts the vampire's requests or Actions in the most favorable way it can, and it is a willing target for the vampire's Feed.
Each time the vampire or the vampire's 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 or until the vampire is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the Effect. This ability resets after a long rest.
Vampiric Regeneration
Due to your Vampiric nature, you have an unnatural ability to heal wounds and injuries quickly. On your turn, you may use your action to expend a number of hit die equal to your Constitution modifier without taking a short rest. Once you use this ability you cannot use it again before taking a long rest.