Homebrew Higher Vampire Species Details

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Higher Vampire Traits

Sample Text

Ability Score Increase

Your Charisma increases by 2, your Constitution increase by 1.

Age

Vampires age at the same rate as humans, however after they reach adulthood (about 25 years old), they stop aging. Because Vampires are immortal they do not suffer the pains of or die of old age. Once a vampire reaches 1000 years old they become Ancient Vampires (see Class Variants).

Alignment

Vampires tend to live alone and not concern themselves with others. They lean towards lawful neutral alignments, but chaotic and/or evil alignments are not uncommon among them.

Size

Vampires tend to average a bit taller than humans at 6-7ft.

Speed

Your base walking speed is 30 feet.

Darkvision

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. You can’t discern color in darkness, only shades of gray.

Undead

Your creature type is Undead. Spells and abilities with special rules for undead apply to you, such as Cure Wounds having no effect on you.

Blood Thirst

As a vampire, your thirst for blood overwhelms all other desires when the time to feed comes. If you do not drink blood at least once every 3 days you will begin to suffer from exhaustion. Starting at 3 days and every day after you gain a point of exhaustion, after drinking blood from a human your exhaustion is reduced by 2 points, drinking blood from any other creature only reduces it by 1 point. Drinking blood from a creature that has been dead for an hour or longer has no effect.

You can make a bite attack in attempt to drink blood against a willing or incapacitated creature, or any creature you have grappled or restrained. When you do make an unarmed strike against the creature, your damage for this attack is 1d8 + your Constitution modifier piercing damage. If the creature has no blood this attack has no additional effects. If you have not drank blood since your last long rest, regain hit points equal to the damage dealt. The targeted creature must succeed make a Constitution saving throw with a DC of 2 + half your character level, or become a lesser vampire, if the creature is human they have disadvantage on this saving throw.

Lesser Vampire

A creature cursed to inherit vampiric traits after having their blood siphoned by a vampire. You no longer find any satisfaction or nourishment from regular food, and you only feel like you have sated your hunger after consuming raw meat. Your front teeth slowly sharpen into small fangs. You ability of healing spells cast on you are halved if they have no effect on undead creatures, such as Healing Word.

This curse can be removed with the Remove Curse spell, or any other similar spell or feature.

Vampiric Archetype

Choose one of the following features to gain:

Shapechanger

If you aren't in sunlight or running water, it can use your action to polymorph into a tiny bat, or back into your regular form.

While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if your hit points drop to 0, or at the end your next turn.

You cannot use this feature again until you complete a long rest.

Undead Fortitude

If damage reduces you to 0 hit points, make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Regardless of success, you cannot use this feature again until you finish a long rest.

Vampiric Charm

You can cast the spell Charm Person or Suggestion once with this trait, you regain the ability to cast it this way when you finish a long rest. Charisma is your spell-casting ability for this spell.

Languages

You can speak, read, and write Common and Infernal.