Homebrew Endrielle Vampire V2 Species Details

Suffering from the curse that stemmed from Barovia. Hated “parasites” all over Endrielle.

Endrielle Vampire V2 Traits

As a creature of the night, you gain dark gifts—but the sun and your hunger are constant threats.

Darkvision

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.

Undead Nature

You don't need to breathe, eat, drink, or sleep. Magic can't put you to sleep, and you remain conscious during a long rest, though you must still spend 8 hours doing light activity to gain its benefits.

Spider Climb

You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.

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. You also take 20 radiant damage when yoh start your turn in the light

Vampiric Bite

Your fangs are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier (your choice) piercing damage instead of the bludgeoning damage normal for an unarmed strike. When you damage a creature that isn't a Construct or Undead with this bite, you can regain hit points equal to the damage dealt.

Vampiric Charm

As an action, choose one humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute or until you or your allies harm it. While charmed, it regards you as a friendly acquaintance. Once you use this trait, you can't use it again until you finish a short or long rest.

Forbiddance

You can't enter a residence without an invitation from one of the occupants. This applies only to dwellings, not public buildings or inns.

Running Water Weakness

You take 20 acid damage if you end your turn in running water. You cannot cross running water of your own volition—you must be carried or transported across.

Stake to the Heart

If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.

Vampiric Hunger

Feed from a living creature once a day or take a level of exhaustion for every day you do not feed. 

Eventual Evil

Eventually your soul and your humanity will be completely devoured by the curse until a vampire is all you are. Usually spans about 75-100 years for vampires who fight it.

Past life

You keep one racial trait from your past life

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2026 2:23:57 AM
3
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes