Homebrew Elvyre Species Details

“Evil is always possible. And goodness is eternally difficult.”- Anne Rice, Interview with the Vampire

 

Elvyres are a once-upon-a-time magical people of dark otherworldly grace, living in the world but does not belong. They live in places of dark ethereal beauty inside mountains and caves, where lights cannot touch except for their unnatural glow of faerie skin, which allows them to use as their personal light guide. Elvyres derives the love for  nature, magic, artistry, and the good things of the world. They can easily pass as full-blooded Dark Elves, but their diet to feed on blood is what sets them apart from Elves.

Stealthy and Graceful

With their unearthly grace and fine features, elvyres appear hauntingly beautiful to humans and members of many other races. They are slightly taller than humans on average, ranging from over 5 feet tall to just over 7 feet. They are more built than elves, but less than vampires, weighing only 125 to 175 pounds. Males and females are about the same height, and males are only marginally heavier than females due to their muscles. They are much more stealthier than the rest of the races.

Elvyre’s coloration surpasses the normal human range where their skin are in shades bluish-white, hair and eyes are as black as onyx. Elves have no facial and body hair. They favor elegant clothing in dark or black colors, and they LOVE blood.

Spine-chilling Timeless Outlook

Elvyres are born mortal but grows to become Immortal.  In their culture, becoming an Immortal is when they claims adulthood, usually around the age of 100. As they ages, they becomes harder to injure or kill. The first 100 years are critical to their survival to become an Immortal because they can die as elves before they reach full-fledged vampire adulthood.They are more often amused than excited,  and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance.  However, when they're bored, they can become frenzied and could cause destruction in their wake. When pursuing a goal, whether adventuring on a mission or learning a new skill or art, elvyres can be focused and relentless. They are slow to make friends, fast to make enemies, slower to forgive, and they are unforgettable. They reply to petty insults with disdain and to serious insults with vengeance. Since they live forever, they do not cause death to come easy because tortures are one of their favorite pastimes before finishing them off by drinking their blood while high on adrenaline, which is considered a drug to them, especially human's.

Unlike the rest of the races, elvyres don't just laugh in the face of danger, they are the danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence if it doesn't meet their standard. They have been known to defend their homes on a united front from intrusions violently by feeding on those who dared trespass. Elvyres do not typically interact with anyone outside of their own race. They prefers to live in seclusion with a small group. They do not cope harmoniously with larger group because they will start attacking at each other, sometime to the death, over disagreements that could be very petty. Elvyres are mercenaries that has nothing but the time to play their rules, demonstrating their mad skills with magic, sword, bow, and strategy.

Hidden Cavernous Realms

Most elvyres dwell deep in caves under the mountains living among vampires. Elvyres only hunts trespassers that wandered on their territories. Their favorite pastime meal are humans. They kept a treaty with other races outside their territories to not eat their people on their territories unless it is in their self-defense or there will be a genocidal war against elvyres. They are talented business people that specializes in blood donor business, trading, mining, and crafting spells. Their contact with outsiders is usually limited unless they are on trading business, blood donor business, or mercenary duties. Human competes for elyvre's blood in exchange for their blood due to its healing properties that can cure any ailment human may have. No other races can be turned into Vampires, nor receive healing euphoria with an exception for humans by Elyvre's blood. Unlike vampires that burns in the light, they are only sensitive to the lights, so wearing shades are required for them to go out in the lights. Intense light may temporarily blind them if their eyes are exposed to direct sunlight, but with their healing property, they will regain their sights over time.

Exploration and Adventure

Elvyres take up adventuring out of wanderlust. Since they are immortal, they can enjoy an eternal of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find interests that let them travel freely and set their own pace. Elvyres also enjoy exercising their predatory prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against the virtuous and others might become champions of moral causes.

 

Elvyre Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Vampiric Fang

Your teeth have grown in length and sharpness while it also retractable. You may use your sharp teeth as a natural weapon, whenever you hit with an attack you deal piercing damage equal to 1d4 plus your strength modifier. If a racial trait would result in you dealing unarmed bite.

Vampiric Heritage

Due to your healing property, you are resistance to necrotic damage.

Bite With Intent

Once per day as an action you may bite with the intent to drain another creature of its life. The creature you are biting must either be willing, grappled, restrained, or incapacitated by you. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends. An unwilling creature must make a wisdom saving throw, the DC for this saving throw equals 8 + your intelligence modifier + your proficiency bonus. A creature takes 2d6 necrotic damage per turn on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability once you can’t use it again until you complete a  long rest.

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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire with all of the abilities this racial variant grants.

Ability Score Increase

Your Dexterity score increases by 2.

Age

Although elvyres reach immortality at about the age of 100. The elvyres were prone to being injured and killed at first from birth, but as they ages, they becomes harder to injure or kill. They can also be killed in the same manner as vampires using stakes to the heart, fire, or  head decapitation.

Size

Elvyres range from over 5 to around 7 feet tall and have slim while muscular builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to cavernous lifestyle with vampire traits, 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. 

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Languages

You can speak, read, and write Common, Elvish, and the Undead. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

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