Homebrew Eldritch Vampire Species Details
Vampires are associated with necromancy. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.
Eldritch Vampires are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.
Vampires dress in leather and the chitin carapaces of gigantic insects, augmented with fine silk and gauzy fabric. They decorate their skin in elaborate, symmetrical patterns of red paint made from blood and mineral pigments. Their clothing is an odd mixture of complex layers and elaborate patterns combined with plenty of exposed skin, since their cold bodies are unaffected by the temperature around them.
Eldritch Vampire Traits
Your Eldritch Vampire character has the following traits.Bloodthirst.
You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 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. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Shapechanger.
Vampires are known for their ability to shift from form to form. You can use your action to polymorph into a tiny bat for 1 minute, or back into your true form.
Bat form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
Once you transform this way you cannot do so again until you complete a short or long rest.
Ability Score Increase.
Your Charisma score increases by 2, and your Intelligence and Wisdom Score increase by 1.
Age.
Eldritch Vampires do not mature and age in the same way other races do. Those born as an Eldritch Vampire will age as a normal human does until they have reached their maturity, where the aging process slows and eventually comes to a stop once their body has reached their prime. For those who are turned, aging stops at the point they were turned.
Alignment.
Eldritch Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Evil or not, their strict hierarchies inclines them towards a lawful alignment.
Size.
Eldritch Vampires are the same size and build as humans. Your side is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
Thanks to your heritage, 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 color in darkness, only shades of gray.
Vampiric Resistance.
You have resistance to necrotic damage.
Languages.
You can speak, rad and write Common, Vampire and one other language of your choice.
Feast of Blood.
When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Natural Weapon.
As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
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