Homebrew Half-Vampire (Elf) Species Details
Half-vampires are a rare sight to see, often ostracised for their parentage and appearance. They live in darker environments, storm-frequented areas with dense cloud cover, being somewhat sensitive to bright daylight. Half-vampires often wish to find a home for themselves where they are accepted and free from the often dark pasts of their undead parent.
Lithe and Youthful
With their undead heritage, half-vampires appear paler than their elven cousins, with a leaner body and a taller stature. Half-vampires appear almost like apparitions to humans and other superstitious members of other races. They are slightly taller than elves on average, ranging from 5 feet, ten inches to over 6 feet tall. Half vampires weigh about the same, if not a bit more than elves, often not weighing more than 170 pounds. Males and females are not very different in height and weight.
Half-vampires may often be paler than elves, but their colouration may still encompass a large range, from tan to pale, as well as slightly greyed tones. Their eye colour is a defining characteristic, appearing in shades of gold, yellow, red and grey. They favour clothing that reflects their heritage, whether that is their undead half or their living half is their decision. They are often attracted to jewellery that reflects light rays.
An Ageless Life
Half-vampires grow at a similar pace to elves. They stop changing physically sometime in their 50s. Though they appear ageless to others, their bodies still feel the effects of time, albeit in a much more subtle way. Half-vampires can live well past 1000 years, often living for a few millennia before passing. This extremely long life can lend itself to both wisdom, and an intense loneliness. Half-vampires are rare, and as such, many of their companions do not live nearly as long as they do. They face losing loved ones repeatedly throughout their life, resulting in some choosing to live lives of solitude to protect themselves. Half-vampires can often react aggressively to any who anger them, as they spend most of their early years being judged for who they are. However, should you gain the trust of a half-vampire, that trust will be lifelong.
Half-vampires are volatile in nature, unpredictable, much unlike their elven cousins. Some believe in talking before violence, whilst others view aggressiveness as the only solution to problems. When pushed, a half-vampire can become a dangerous force to any who oppose them.
Wandering Vagabonds
Many half-vampires choose not to stay in places for too long, fearing judgement and aggression towards them. There are some who settle in places that accept them, often places filled with other misfits and outcasts. Some remain in the company of their elven parent, raised in their birthplace and amongst other elven children. Others can follow the path of their undead parent, leading a life of darkness and mystery. And there are those who choose to forge their own path, leaving their old life behind as soon as they can in pursuit of making a name for themselves that is detached from their bloodline.
Half-vampires are talented artists, fighters, and diplomats; often regarded as 'jacks of all trades'. They can make a living in any field they wish if they feel strongly enough about it. There are some who pursue half-vampires, wanting answers to questions that can only be answered in exchange for a life.
Intrigue and Glory
Half-vampires are drawn to riches. They often go adventuring in search of royal families that can be manipulated easily, treasure hoards long forgotten or simple folk who are willing to pay for a helping hand. Since they live for so long, they don't rush through tasks, taking the time to wring every gold coin out of their buyer before leaving.
Half-vampires seek recognition and glory, whether that be through good or evil means is unimportant. Once something is in their mind, they will not stop until they have achieved their goal. A half-vampire on a mission is nigh unstoppable.
Half-Vampire Names
Half-vampires often have elven names given to them by their parents as part of elven customs. However, many choose to change this name at some point in their life, whether for aesthetic purposes or more personal reasons. For the list of elven names, see the official 'Elf' race for DnD 5e.
Some half-vampires create their own names to gain a sense of independence and identity. These names can be new words, other races' names, or words that embody a trait or characteristic that the half-vampire wishes to possess.
Male Names: Veth, Xarion, Tarrin, Sharn, Nazriel, Victory, Worth, Strength, Knollen, Vareth, Trinn, H'luin, Power
Female Names: Valia, Virtue, Beauty, Power, Larren, T'riel, Oralia, Sartell, Fear, Brissta, X'vanna, Julla, Sianna, Poise
Half-Vampire (Elf) Traits
Your half-vampire character has a range of traits and characteristics, stemming from their elven heritage and their other worldly blood.Bloodthirsty
On the night of a full moon, you must roll a d20. If you roll below 10, your half-vampire finds themself overwhelmed by their primal urge. They find the nearest living being and attack them, seeking the warm liquid within them.
From level one, a half-vampire may choose to willingly drink the blood of others. Should they complete this action, they gain 1d8 temporary hit-points. These hit points disappear after a short rest.
To suck the blood of another being, you must succeed in grappling that being, using your bonus action to bite them.
Bite Attack
You can attempt to bite your opponent and steal part of their life force as a bonus action, provided you have already grappled them.
Sunlight Sensitivity
Your vampiric blood causes you to feel a sense of discomfort when your skin is exposed in bright, natural light. When uncovered in sunlight, you have disadvantage on all perception checks, dexterity based checks, and charisma based checks, including saving throws.
This can be prevented by wearing thick clothing and covering your skin in the daytime.
Uninvited
To enter a private property unbidden, you must succeed in a DC10 Wisdom saving throw to overcome your basic instincts. If you roll below 10, you find yourself unable to force your body across the threshold of the abode. You can try again after a short rest or you may enter if the occupant invites you in
Ability Score Increase
Your Dexterity score increases by 2.
Age
Half-vampires reach physical maturity in their late teens to early 20s, but they live for thousands of years.
Alignment
Half-vampires seek freedom, often gravitating towards more neutral or chaotic alignments. They think for themselves first, and others second. They are no more inclined to evilness than elves are, but once driven down that path they can become quite ruthless.
Size
Half-vampires range from 5 feet, 10 inches to over 6 feet tall and have lean builds. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Darkvision
Accustomed to the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
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.
Sleepless
Half-vampires don't need to sleep. They find themselves awake for all hours of the day. They can enter a meditative state if they so desire, but this can be dull and boring to half-vampires. Instead, they find learning and training to be helpful to pass the hours.
Languages
You can speak, read, and write Common, Elvish and Vampiric. Vampiric is a series of guttural hisses that vampires and their spawn use to intimidate and communicate.
Ability Score Increase
Your Charisma increases by 1.
Ability Score Increase
Your Strength increases by 2.
Previous Versions
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Posted Sep 1, 2020I love this! one of the best Vampire race mods(edit:l meant homebrews,dang l play to many bethesda games) i have seen. one thing though,i there a way to toggle the disadvantage from the sunlight sensitivity? My character is indoors and fully covered,and its night,but thats all rollplay and the Sheet doesn't know that.
also,can you give more details on the bite attack? like it says "You can attempt to bite your opponent and steal part of their life force as a bonus action" but what exactly does that mean? how much damage does it do? do you recover hp? do you gain temp hp?
and what about long rests? you say they dont need sleep,but what about long rests? is it 4 hours,like elfs? 8 like a human? or,better yet,maybe make it so that a short rest is 10 minutes,and a long rest is a hour? Kidding, that would be OP.