Homebrew Higher Vampire Species Details
“Listen to them, the children of the night. What music they make!” ― Bram Stoker
Remnants of a bygone age lurking in the dark recesses of the world, Higher Vampires are different from the more commonly seen vampires in that they are not resurrected corpses, but are instead born already walking the line between life and death. They are a true race of undead almost as old as death itself. They are proud and haughty, not acknowledging the sovereignty of shorter lived races, instead being guided by personal principles and the rules of set by their society since time immemorial.
Dark Origins
Higher Vampires trace their lineage to the very first vampires, creatures so ancient no records of their origins remain. How these beings so tied to death managed to engender a proginy is unknown, but this eventually resulted in the founding of vast noble families. These noble families became the lifeblood of a civilization that rose and fell long before most mortal races took their first steps out of the mud, and it was perhaps an attempt at precerving this fading splendor that led to the creation of the lesser vampires we know today. Higher Vampires are very few in numbers, their species having been wittled down by inner conflicts between the noble houses, the rarity of births due to their undead nature, and the rise of mortal races, so they have receded into the dark corners of the world patiently waiting for a time when they might recover their former glory.
Hierarchy of Blood
The name Higher Vampires is one that has been given to them by the rare few scholars that have dedicated themselves to the documentation of their species, in reality Higher Vampires consider themselves the only real vampires, those risen from the grave are lesser creations not fit of the title of such an illustrious race. Although Higher Vampires do share a link with "the lesser ones" there is fundamental differences between them, for example Higher Vampires do not abide by the same restrictions as their lesser more known cousins, they are free to go where they please without the need to ask for permission, and while sunlight and running water does weaken them to an extent it is not deadly to them, there is also the matter of blood drinking and in this regard Higher Vampires differ drastically to the lesser strains, to them it is a highly pleasurable experience, not a necessity.
Higher Vampire Names
The names of Higher Vampires use the ancient naming conventions of their once great civilization and are often older forms of more commonly used names, these are usually preceded by a title that indicates their place in vampire society and followed by the name of the noble house they belong to.
Male Higher Vampire Names: Alastur, Kain, Lazarus, Erick, Harghan, Draken, Gerion, Belisarius, Cawl, Konrad, Demien, Dorn, Alexandru, Marius, Petru, Cornel, Nazerev, Reobute.
Female Higher Vampire Names: Eva, Alexandra, Henrietta, Helena, Izabela, Lilith, Neferata, Selene, Alondra, Evelyn, Cornelia, Isabelle, Lavinia, Liliana, Sabina, Sephora.
Higher Vampire Traits
As a descendant of the original vampires there is certain traits you share with all other Higher Vampires.Ability Score Increase
Your Charisma score increases by 2, and either your Strength or Dexterity score increases by 1.
Age
Higher Vampires mature at about the same rate as humans, but unlike humans they stop aging once they reach adulthood and are immortal unless they are otherwise killed.
Alignment
Their adherence to the laws of vampire society makes most Higher Vampires lawful, while their disregard for the well being of mortals makes most of them evil.
Size
Higher Vampires are about as tall as humans and can measure anywhere between 5 feet to almost 7 feet tall.
Speed
Your base walking speed is 30 feet.
Superior Darkvision
Living in near perpetual shadow 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 colors in darkness, only shades of grey.
Daywalker's Folley
While you are in direct sunlight, you have disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight.
Undead
Your creature type is undead instead of humanoid.
Vampiric Resistance
You have resistance to necrotic damage.
Natural Weapons
Your claws and fangs are natural weapons which you can use to make unarmed strikes, they deal 1d4 + your Strength modifier in piercing damage for your fangs and slashing damage for your claws.
Blood Thirst
As an action on your turn, you can drain blood and energy from a living creature. Make an attack roll with your bite against a target within range. On a hit the target takes an extra 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount + your Contitution modifier. The reduction lasts until the target finishes a long rest. Once you use this feature you can't use it again until you finish a long rest.
Regeneration
As a bonus action on your turn, you can regain an amount of hit points equal to your Constitution modifier (minimum of 1). You can use this trait a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest. You can't use this trait if you are in sunlight or if you have taken radiant damage since your last turn.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Languages
You can speak, read, and write Common and Vampiric. Vampiric is an ancient language full of harmonious yet harsh sounds.
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