Homebrew Eladrin-vampire Species Details

Elves are a race of pure magic, possessing otherworldly grace and beauty. Even the most beautiful human pales in comparison to the ugliest of elves. In many ways, undeath has enhanced this already otherworldly beauty, but in a haunted twisted and warped way. A vampires voice develops a soothing seductive enticing undertone. Their looks radiate a harmless friendly aura. Their natural smell is unknown, as it changes to whatever is most appealing to their victim. A vampire is natures ultimate hunter.

Eladrin-vampire Traits

You are natures ultimate hunter, most if not all your natural abilities are enhanced, but beware even the most powerful of creatures have weaknessess

Ability Score Increase

all ability scores get a +2, Your Dexterity score increases by an additional two. Your charisma score is increased by an additional one.

Ultimate Darkvision 120ft

You have superior darkvision out to 120 ft, you can see in dark and dim light as if it was bright light. you can discern color

Skill Proficiency

You are gain expertise in perception checks, and your passive perception gains a +5. You gain expertise in the sneak skill.

Ageless body

As a vampire you do not age, can not be aged through any means (magical or normal), you have no need to eat, sleep, or drink. You do need to drink blood from a mortal every 72 hours or you will begin to suffer from one level of exhaustion every subsequent day.

Sunlight Hypersensativity

The vampire takes 20 radiant damage when it starts and/or ends its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks. This trait is reduced at lvl 3,6,9,12,15,18,20.

Forbiddance

The vampire can't enter a residence without an invitation from one of the occupants.

Harmed By running water

The vampire takes 20 acid damage if it ends its turn in running water. This trait is reduced at level 5,10,15,20

Regeneration

The vampire regains Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water based on character level. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.

Natural weapons

Unarmed Strike : Melee Weapon: reach 5 ft., one creature. Hit: 1d4 bludgeoning damage + 2d4 necrotic damage . Instead of dealing damage, the vampire can grapple the target (escape DC = 6+str mod+proficiency).

Bite : Melee Weapon Attack: reach 5 ft., one willing creature, or a creature that is Grappled by the vampire, Incapacitated, or Restrained. Hit: 1d6 + dex piercing damage plus 4d4 necrotic damage. The vampire gains temporary hit points equal to half the damage dealt.

Spider climb

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Multiattack

The vampire makes two attacks, only one of which can be a bite Attack.

Weakness to radiant damage

You take double damage from radiant damage

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