Homebrew Vryloka Species Details

Vampiric Origins

Uncounted centuries ago, the noble families of a now-forgotten kingdom sought a way to increase their life span beyond the meagre years allotted to them by their human heritage. They were approached by a mysterious entity known only as the Red Witch—a scarlet-clad figure who offered to them a blond-bonding ritual that would grant them the vitality of vampires without subjecting them to the taint of undeath. In later centuries, these creatures became known by the name of the first noble family to forge the pact: the Vrylokas.

Pale Hunters

The vrylokas' appearance greatly resembles that of their human ancestors, but the ghastly results of the bloodpact are obvious. They have dark grey or blue eyes which may turn red when angered or excited. Their skin is pale, and their hair comes mostly in shades of red, from deep scarlet to strawberry blond. Some rare individuals may be found with jet-black hair. They have upper canine teeth that sometimes appear slightly more pronounced than the human norm, however unlike true vampires, vrylokas have no fangs.

Vrylokas favour clothing that reflects their ancient origin, from layered robes and tall head-dresses to long jackets and trousers, or bodices and skirts. Their garb is often embroidered with bloodred roses and thorns—symbols of the Red Witch. They favour red with accents of brass and black. Their weapons and armour are uniformly ornate and flamboyant, with spikes and flourishes of rose motifs and rubies.

Shadowy Manipulators

The nature of their race compels vrylokas to hide in plain sight within other cultures, typically by passing themselves off as human nobles from distant lands. They endear themselves to local rulers and strive to attain the power and wealth that their ancestors enjoyed. At the same time, they maintain a shadow society of their own, engaging in vicious games of influence and power against vryloka peers—oblivious of the harm they cause mortal folk caught in the crossfire.

Those who break their bond of blood, however, are typically exiled—shunned by vryloka society and forced to live in isolation among the common races. Some such vrylokas take up lives of wandering and join adventuring, while others undergo a dark breakdown and turn into bloodthirsty killers; preying on the folk around them.

 

Credits
Race design: /u/Zagorath, based on the race of the same name from Wizards of the Coast in Heroes of Shadow.

Vryloka Traits

The bloodbond ritual grants you great power beyond that of an ordinary human.

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age

Natural-born vrylokas age a little slower than humans, reaching maturity in their late 20s, at which point they cease to visibly age. First-generation vrylokas remain the age they were when they went through the bloodbond ritual. Vrylokas live for many centuries.

Alignment

A Vryloka’s vampiric nature means they are pulled towards lawful evil, believing strongly in order and structure. However, many Vrylokas attempt to struggle against their innate evil nature.

Size

Vrylokas are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

Thanks to your vampiric blood, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.

Undead Resistance

You have resistance to necrotic damage.

Radiant Vulnerability

You may not have the weakness to sunlight of a full-blooded vampire, but you are still averse to bright concentrated lights. You have vulnerability to radiant damage.

Stealthy Hunter

You have proficiency in the Stealth skill.

Blood Dependency

You must feed on the blood of a creature of a type other than construct, ooze, plant, elemental, or undead once every two days, taking approximately one glass. You may not feed on another Vryloka. Drinking from a medium creature once has no noticeable effect on the target. You gain 2 blood points

If you do not feed for 24 hours you lose 1 Blood Point. When you drop to 0 Blood Points, either from not feeding or using your last point, you gain half as much from all healing and have disadvantage on strength and constitution ability checks and saving throws until you do.

Human Heritage

You have advantage on any deception checks made to pass as a human.

Lifeblood

When a creature you can feed on within 5 ft. of you falls to 0 hit points, you may drink of their blood as a bonus action, granting you a surge of vitality. You gain temporary HP equal to your Constitution modifier + your level (minimum of 1), and gain advantage on Charisma-based attack rolls, skill checks, and saving throws until the end of your next turn.

Healing Blood

Starting at 5th level, your immortal nature is embedded in your blood, making your Vampire blood able to heal any living creature by 1d20+CON.

Vampiric Legacy

You know the message cantrip. Once you reach 3rd level, you can cast the command spell once per day. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and one extra language of your choice.

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