Homebrew The Half-Vampire Species Details

Deceiving Visage
Half-vampires most closely resemble their mortal parent, but usually with perfected features, paler skin, pronounced canines, and eyes that seem to mesmerize unaware passersby. They cast a shadow but it often seems indistinct and fuzzy even in the brightest light, or may move in ways it shouldn't, and their reflection in water or glass is cloudy and unclear.

Secrecy or Slavery
Vampires do not often create children, many not even knowing that such a thing is possible. Of those that do, most prefer spawn who are easily controlled over half mortal children. Half-vampires who are kept out of the clutches of their immortal parent are often raised with the utmost secrecy by their mortal parent for fear of attracting the attention of their undead kin. If the vampire parent is aware of them, the child is often in danger from the day of its birth, either from it's parent's enemies or the parent themselves. Half vampires who are raised with their vampire kin are most often utilized as glorified slaves doing their parent's daylight bidding and dirty work.

Empty Calories
Not quite living, not quite undead, half-vampires cannot be fed upon for nourishment by vampires or other undead constructs. They still take damage from bite attacks but do not take extra necrotic damage from such, and the attacking vampire or undead does not get any bonuses from sucking their blood.

The Half-Vampire Traits

Darkvision, Nimble Climber, Vampire' Bite, Hypnotic Gaze, Vampire's Bane, Subraces.

Darkvision

Thanks to your undead 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.

Nimble Climber

You can add your proficiency bonus to skill checks made to climb any surface.

Vampire's Bite

You have the ability to make a bite attack against a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. It has a reach of 5 feet, is a finesse weapon, and you are proficient with it. On a hit, your bite deals necrotic damage equal to 1d6 plus the ability modifier used to make the attack roll. On a successful hit, you may also choose to gain temporary hit points equal to the amount of necrotic damage dealt with this attack. Damage from this attack increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 16th level (4d6)

Hypnotic Gaze

You can attempt to charm one humanoid that you can see, and that can see you, within 30 feet. It must make a Wisdom saving throw (DC 8+prof+CHA modifier), and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful (other than bite) to it. While charmed in this way a creature is a willing victim of your bite attack. A creature may re-roll the saving throw if subjected to a bite attack by you. A creature who succeeds on the saving throw is immune to being charmed by you for 1 hour. You can use this feature once per short or long rest.

Vampire's Bane

Your vampire ancestry is both a blessing and a curse. Choose one of the following options:
Forbiddance: You cannot enter a residence without
invitation from one of the occupants.
Harmed by Running Water: You have an intense fear of
running water and refuse to enter it willingly. If you end your
turn in running water you take 1d8 acid damage.
Sunlight Sensitivity: You have disadvantage on attack rolls,
and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.

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