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 weaknessessAbility 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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