Homebrew Vampire Spawn Species Details
Vampires are powerful creatures of the night with a thirst for blood and an aversion to sunlight. While many may mistake you as a full vampire, you aren't that powerful. As a vampire spawn, you gain several of the benefits and detriments of being a vampire, but not enough to solely rely on.
Vampires aren't a race on their own, per se, but they are numerous enough that they could be classified as such. Vampires retain very little of what made them unique in life and instead are granted other traits as a cost of their transition into being undead.
Vampire Spawn Traits
Many traits of vampires differ depending on what they were in their past life, but some traits are universal.Ability Score Increase
Your Constitution score increases by 2, and your Strength or Dexterity score increase by 1.
Age
You appear to be how old you were before becoming a vampire spawn and you always will. You no longer age.
Alignment
Vampires can be any alignment, but their nature inclines them toward lawful or neutral evil.
Size
Your size doesn't change because you died. Your height and weight are what they were in life. Your size is medium.
Speed
Your movement capabilities are in death what they were in life, including the ability to fly, climb, or swim.
Darkvision
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.
Claws and Teeth
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 modifier, instead of the bludgeoning damage normal for an unarmed strike.
You can bite one willing creature, a creature that is grappled by you, or an incapacitated or restrained creature. Your bite deals 1d6 + CON necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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.
Regeneration
Once per turn, you can roll one of your hit dice as a bonus action. You can do this a number of times equal to your Constitution modifier. All uses of this ability are regained after a long rest.
Vampiric Metabolism
As a vampire, you're undead, but not tireless. You no longer need to eat or breathe, but you still need to sleep and you need to drink fresh blood as often as any other creature needs sustenance.
Vampiric Weaknesses
Being vampiric in nature isn't all perks. Your curse also imbues you with several weaknesses.
Forbiddance. You can't enter a private residence without an invitation from one of the occupants or by passing a DC15 Wisdom save.
Harmed by Running Water. You take 2d10 acid damage when you ends your turn in running water.
Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
Sunlight Hypersensitivity. The vampire takes 2d10 radiant damage when you starts your turn with your flesh exposed to sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
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