Homebrew Vampire Spawn Species Details

The spawn of a human and a vampire, this creature is weaker than their pureblood parent inheriting more human traits like being able to walk in the daylight. They have a choice to become more like one race or the other. They can reject their vampire urges while drinking the blood of animals or willing subjects, gaining more constitution with each level. Or they can embrace the darkness gaining more in other abilities while losing their constitution over time. 

Vampire Spawn Traits

Your changeling character has the following traits.

Vampire Power

If you drink human blood, you draw on the power of your ancestors gaining a vampire form that lasts for 1 hour at level 1 plus an extra 30min for each level up. 

1) Vampire Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

2) Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

3) Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

4) Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

 

Ability Score Increase

Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1.

Age

A Vampire Spawn will grow to full maturity and then age slower than the average human so long as they drink human blood.

Alignment

A Vampire Spawn's alignment depends on their upbringing. Those raised by humans are more inclined toward Good, while those raised by vampires directly chose to be Evil. A Vampire Spawn rejected by both will be Neutral.

Speed

Your base walking speed is 30 feet. Climbing speed is 15 feet.

Vampire Fangs

You have retractable vampire fangs.

Vampire Ancestry

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

Languages

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

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