Homebrew Akronzeti Vampire Species Details

"There are stories of creatures in the night, terrible, unknown, yet noble all the same. I pray, are you one of them?"

-- Eliandor Ayzalth, Notes on the Convergence Zone

 Born of a union between two worlds, vampires of Akronzet are at once respected and feared, viewed to be touched by the darkness yet still capable of living in society at their own expense. 

Bloodied Nobility

Once, there was a god. The God of Death, known to Akronzet as Myrkul, had few loyal to him at the beginning of creation, for the mortal races desperately feared him. There was one family, however, that sought his blessing, and being so generous Myrkul set his touch upon them, thus creating the first vampires. From these individuals did the families of the purebloods today descend from, each powerful in their own right. Unlike those turned by other vampires, purebloods carry with them a sense of noble purpose, for their ancestors carried out the divine will of Myrkul across the continent. While such is not the case in modern times, pureblood vampires still adhere by a strict moral code, although it is by no means one humanity would be accustomed to.

Creatures of the Night

This is more stuff. Turned.

Akronzeti Vampire Traits

Partially alive, partially undead, a vampire's greatest strengths, and weaknesses, lie in the depths of the night.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increase by 1.

Age

Vampires are immortal, and stop aging when they are turned. If a vampire is pure of blood, they will age as a human does until they first consume blood.

Alignment

Vampires can be of any alignment, although purebloods tend toward lawful and those who are turned tend toward chaotic. Typically, vampires are seen as evil creatures.

Size

Vampires can be of any size determined by their former race. Those who are pureblood have the same proportions as humans, and generally a vampire's size can be assumed as Medium.

Speed

Your base walking speed is 40 feet.

Superior Darkvision

Your darkvision has an area of 120 feet. You can discern full colors within 60 feet of this range.

Undeathly Charm

Accustomed to hiding in plain sight, you have proficiency in the Deception, Persuasion, and Intimidation skills. You know the Disguise Self spell and can cast it at will, and can cast the Charm Person spell once per short rest. Charisma is your spellcasting ability for these spells.

Darkened Heritage

As partially undead, you have resistance to necrotic damage. However, you are vulnerable to radiant damage and silver weaponry, due to their cleansing properties. As well, you are unable to be healed by traditional healing spells, and have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. If you fall unconcious, a stake to your heart will kill you instantly, also destroying your soul.

Eternal Bloodlust

Your canine teeth are elongated in nature, allowing you to deal 1d6 piercing damage as an attack action. You have proficiency in this attack, and it is reliant on Dexterity with a range of 5 feet. Upon landing a successful hit against a creature with blood, you may siphon half the damage you deal, healing yourself. The damage increases to 2d6 when you reach 6th level,  3d6 at 11th level, and 4d6 at 16th level. In order to survive, you must feed upon a living being once every three days, though you do not need any other nutrients to sustain yourself.

Nocturnal Supremacy

You know the Chill Touch cantrip. When you reach 3rd level you can cast the Inflict Wounds spell once as a reaction to being successfully hit and regain the ability to do so after you finish a long rest. At 5th level you can cast the Animate Dead spell once per long rest, provided the corpse in question still has blood within its body. Charisma is your spellcasting ability for these spells.

Sleep of the Dead

Although you are partially undead, your body still requires sleep, of a sense. Unlike living creatures, however, vampires rest by maintaining complete stillness for 4 hours a day, counting as a long rest. Once you enter this state, however, you are unable to leave it until your rest is complete, unless woken by the scent of garlic or similar herbs.

Languages

You can speak, read, and write Common and one language of your choice. If you are a turned vampire, this would be the language of your old race, elsewise many purebloods are fluent in Undercommon.

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