Homebrew Changeling Vampire Species Details

vampire changeling. what more do you need.

Changeling Vampire Traits

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Ability score increase

Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).

Age

You do not age, and are therefore immortal until killed.

Change appearance

As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection

Instinct

You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion.

unsettling visage

When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

divergent persona

You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency

lanuages

You can speak, read, and write Common and two other languages of your choice.

Vampiric weakness

You have the following flaws:

Vampiric Nature. You are now considered both an undead and a humanoid. You retain all of your normal traits of your normal race.

Forbiddance. You can't enter a residence without an invitation from one of the occupants. A sign on the outside of a building saying something like "open for business" will also allow you to enter a building.

Harmed by Running Water. You take acid damage equal to twice your level if it ends its turn in running water. This acid damage ignores resistance and immunity to acid damage that may be granted by your base race.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated in a place of rest, you become incapacitated until the stake is removed.

Sunlight Hypersensitivity. You take radiant damage equal to twice your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

vampiric fangs

Your teeth have grown in length and sharpness. You may use your sharp teeth as a natural weapon, whenever you hit with an attack you deal piercing damage equal to 1d4 plus your strength modifier. If a racial trait would result in you dealing unarmed bite.

Bite with intent

Once per day as an action you may bite with the intent to drain another creature of its life. The creature you are biting must either be willing, grappled, restrained, or incapacitated by you. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends. An unwilling creature must make a wisdom saving throw, the DC for this saving throw equals 8 + your intelligence modifier + your proficiency bonus. A creature takes 2d6 necrotic damage per turn on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability once you can’t use it again until you complete a  long rest.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire with all of the abilities this racial variant grants.

hello, the names ______

During your first turn in combat you have advantage on attack rolls against any creature that does not know that you are a vampire.

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