Homebrew Vampire Species Details
VAMPIRE
Vampires are your traditional creature of the night that scour
the darkest reaches in order to taste the sweet, sanguine
nectar of the innocent.
Vampires are created by a vampire with the "Create
Vampires" ability killing a humanoid with their Necrotic Bite.
The humanoid slain in that way usually rises from the grave
the night after being buried
It is very rare for a vampire to be anything more than a
monster that keeps up the pretense of civility, but the truth is that their origins are of a, tragedy__far more severe an -
anything they unleash upon their 'victims.
Vampires are born to their unlife with many of their
memories and experiences of mortality intact, but as soon as
they open their eyes, their identity is robbed from them by the
vampire that created them. Quickly, they find themselves
trapped within their own minds, under the complete thrall of
their master. Existence without free will is far from a pleasant
experience and the plethora of atrocities forced upon them
and onto others by them, quickly destroy any semblance of
morality within the vampire spawn. If that spawn is ever
generously released by its master feeding it some of his own
blood, or that same freedom secured by the master's death,
then the monster that remains is likely to perpetuate the
cycle by finding victims of its own to enslave.
On rare occasions however, a vampire spawn can receive
the boon of free-will long before its transition to a monster
has been finalized On such occasions, it is possible for the
new vampire to salvage its own humanity and possibly
choose a path beyond that of pure, unadulterated evil Said
vampires can, and possibly will sustain themselves purely on
the blood of animals; but that existence is not only
cumbersome, but unsatisfying enough to usually prove more
difficult than what can be reasonably expected of a creature
that ultimately sees itself as the victim. It is almost inevitable
that even the most noble of vampires will eventually descend
to the path of evil, feasting upon the blood of others much like
that of any other vampire.
Vampire Traits
You are a creature of darkness and deception. Power and Volatility. The powers you gain are met with tragedy and pain.Vampiric Weaknesses
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 when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a
piercing weapon made of wood is driven into its heart
wh'le it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20
radant damage when it starts its turn in sunlight. \X/hile
in sunlight, it has disadvantage on attack rolls and
abi ity checks.
Chained to the Grave. Every vampire remains bound
to 'ts coffin, crypt, or grave site, where it must rest by
day. lfa vampire didn't receive a formal burial, it must
lie beneath a foot of earth at the place of its transition
to undeath. A vampire can move its place of burial by
transporting its coffin or a significant amount of grave
dirt to another location. Some vampires set up multiple
resting places this way.
Vampire Strengths
Vampiric Resistance. You have resistance to necrotic
damage.
Vampiric Regeneration. You regain 10 hit points at the
start of your turn if you have at least 1 hit point and aren't in
sunlight or running water. If you take radiant damage or
damage from holy water, this trait doesn't function at the start
of your next turn.
Undead You are treated as an undead creature with
respect to all spells and abilities that affect undead creatures
differently to the living. In addition, you don't suffer the
negative effects of aging, nor need to eat, drink or breathe;
other than consuming blood - see the "Need for Blood"
sidebar.
Need for Blood
Humanoids and intelligent creatures are the most
ideal prey for a vampire. \X/hen feeding upon this prey,
the vampire only requires a gallon of blood every 3
days and can go for a week without a sufficient amount
offood before succumbing to the Ravished condition.
The Ravished Condition. A ravished vampire is a
dangerous encounter, whether they be friend or foe. A
Wisdom
saving throw with a DC of 14 every hour until they
feed. A failed saving throw results in the vampire losing
control and trying to devour the most powerful
lifeform within range. After losing control, the vampire
can repeat the saving throw every minute in order to
regain its composure.
Shapechanger
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Dark Aura
Spooky. Zekaqux
Ability Score Increase
Your ability scores each increase by 1.
Age
After being afflicted or cursed with Vampirism, all visible aging has stopped for you, and you have become undead. You can no longer die of natural causes
Alignment
Vampires tend to be Lawful Evil or Chaotic Evil. There are some vampires; however, that can manage to break free of this disposition and choose their own alignment.
Necrotic Bite
You have a deadly bite attack. Once per turn,
as an action, you can make a melee weapon attack against
any incapacitated, restrained, willing, or grappled (by you)
creature for ld6 piercing + 2d6 necrotic damage. In addition
to dealing damage, the necrotic portion of this attack also
reduces the target's maximum hit points by an equal amount
as the damage inflicted, and you regain 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 O.
You are considered proficient in this attack and your bite is
considered to have the finesse quality.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You know the languages you did in your previous life.
Previous Versions
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12/8/2019 7:20:59 PM
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Coming Soon
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