Homebrew Half Elf Vampire Species Details
Vampires are undead humanoids and become one through being bitten by another. Unlike werewolves or othere were creatures, it is not a curse, but either a choice or an accident that permanently transforms them into creatures of the night.
Vampires live off of blood and need to drink regularly or go mad from thirst. Though vampires are very powerful, they also come with plenty of vunerabilities to consider.
This race can either be asigned at the start of a campaign, or through play and the vampire race comletely replaces the race of the original, though some traits or physical features may remain visible, like the horns of a tiefling or the physical prowess of an orc.
Half Elf Vampire Traits
Vampires have several different traits, and not all of them are positive.Vunable to radiant damage
Takes extra damage from the Radiant type
Bite Attack
Vampires can use their sharp teeth to attack a creature within 5 feet. This attack does 1d6 damage at first level, and is based on dexterity. Your damage becomes 2d6 at 5th level, 3d6 at 11th level and 4d6 at 16th level.
A vampire can also choose to drink blood from its victim while biting down. This requires the vampire grapple the creature, or requires the creature to be prone, paralyzed, tied up or incapacitated. While drinking the vampire regains half the hitpoints it did in damage.
Blood Healing
Since a vampire is technically dead normal healing potions and spells do more damage then good, inflicting the amount of damage that it would have healed you. Besides resting a vampire can drink blood to heal. A vial of blood heals 1d4+1, a pint 2d4+2 and a waterskin heals 4d4+4.
A vampire can also use their bite attack and syphon half of the damage to heal themselves.
Vampires also have the ability to heal others at the cost of their own health. By letting others drink their blood they can heal others for 1d6 hitpoints but the vampire takes the same amount as damage. They can heal 2d6 at 5th level, 3d6 at 11th level and 4d6 at 16th level.
A creature that dies with vampire's blood in their body returns 24 hours later as a vampire.
Undead magic
You know the disguise self and charm person spell.
Vampire Vunerability
Vampires, along with their bonuses, also suffer from quite a few vunerabilities.
Sunlight
Vampires suffer from staying in the sunlight. If you end your turn in the sunlight you suffer 20 radiant damage.
Running water
Vampires are vunerable in running bodies of water. When ending your turn in running water like a river you take 20 acid damage.
Stake to the heart
A stake or any other sharp wooden object that penetrates the heart puts you in a permanent comatose state for as long as the object stays in its place.
Sleeping
Vampires rests for 4 hours in a sort of meditating statue like state. Almost nothing can get them out of this state for the full four hours other then smell of garlic and blood. This also means they themselves can not cut their daydreaming short in any way. They need to rest the full four hours.
Strong body
You have a base AC of 12 due to your vampiric nature.
Death
Even though you do not age, you might still get in trouble and get yourself killed. Perhaps that's in battle, or maybe you decided to sunbathe. When you die, your corpse remains. However, when anyone would decide you revive you by any means, you revive with your vampire curse lifted. Your body is no longer infected and you return to the state you were in from before your vampiric days. You are mortal once more and will take on all racial traits of your old self.
Hunger
Everyone needs food to stay alive and that is no different for a vampire. A vampire must drink blood regularly and how regularly depends on a vampires level. At level 1 they need to feed every night, at level 2 every other night and so on. A level 10 vampire can go without feeding for a tenday. For every night a vampire does not feed past their regular need they will suffer a level of exhaustion.
Levels of exhaustion
| Level | Effect |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
Ability Score Increase
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Immortal
Vampires don't age past the moment they were turned and are immortal from then on.
Alignment
Vampires come in all shapes and sizes, though most are of the neurtal or evil alignment. Older vampires tend to be on the lawful side, while newborn vampires are of the chaotic kind.
Size
Vampires keep the size of the race the person was before. The usual size is medium.
Speed
Your base walking speed is 40 feet.
Superior Darkvision
Thanks to your vampire blood, 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 discern full color in darkness.
Undead resistance
You have advantage on saving throws against being charmed, and magic can’t put you to sleep and you have resistance to necrotic damage.
Daily Annoyances
Every day life for a vampire holds some inconveniences. You are allergic to silver and touching the material for too long will cause a burning sensation this becomes especially inconvenient when you are attempting to fit in with the living during a meal. You can eat and drink normal food and drinks but it all tastes very bland. Consuming too much in one go will make a vampire feel sick. That is if you are even able to enter a home for a meal. You have to be invited into a building by anyone inside the building before you can enter. Should an establishment have an "open" sign or "anyone is welcome" sign a vampire can enter without having to be invited in by a person.
Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice.
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