Homebrew Vampire of Zendikar Species Details

The vampires of Zendikar are not undead. Rather, their unique nature comes from the 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. Bony horns protrude from their shoulders and elbows, often augmented by the layered plays of their armor and clothing, Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.

Vampire of Zendikar Traits

Your vampire character has the following traits as a result of the unique origins of your kind.

Ability Score Increase

Your Intelligence score increased by 1, and your Chrisma score increases by 2.

Age

Most vampires are very old, but few have any memory of their earliest years.

Alignment

Vampires have no tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regarless of their moral bent, the strict hierarchies of thier bloodchiefs inclines them toward a lawful alignment.

Size

Vampires are about the same size as humans.

Darkvision

Thanks to your heritage, you have superior vision in dark and dim conditions.

Vampiric Resistance

You have resistance to necrotic damage.

Blood Thirst

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 reduces its hit point maximum to 0. A humanoid killed in this way becomes a null.

Languages

You can speak, read, and write Common and Vampire

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