Homebrew Night Kin Species Details
The Night Kin Vampire is the living undead who must consume the blood of mortals in order to sustain themselves. Night Kin are able to exsist in daylight as long as they are cloaked and protected from the sun. They do not sparkle.
Night Kin Traits
The fruit of life is sweet when first picked from the vine....but be wary it loses its sweetness and becomes bitter over time - ShakespeareBite
All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Connoisseur trait. When you use your Bite, you can choose to not deal damage. The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bloodlust
Bloodlust: Bloodlust is a unique condition to vampires and occurs when the vampire is consumed with the uncontrollable urge to feed. When affected by Bloodlust, the vampire will seek out any blood source, starting with whatever is closest, regardless of that vampires affiliation or familiarity with the target. Bloodlust occurs primarily to vampires who have not fed within 1 or more days, though bloodlust can be triggered by various environmental factors such as hunger and the presence of significant amounts of blood, The formula to determine if bloodlust occurs is as follows. The Vampires base DC versus Bloodlust is a Con save DC 10. A plus 2 penalty is added for every 12 hours since the vampires last feeding. A plus 1 penalty is added for every body, over two, that has visible blood producing wounds, and is not older than 24 hours since death. A Vampire under half HP will have the amount of HP under half added to the DC penalty. A Vampire that has fed within 6 hours has advantage on the DC check. A Vampire that has feed within 3 hours or less has a negative 5 bonus as well as advantage added to the DC check. The Vampires level of "failure" or "success" on a bloodlust check is determined by how well or poorly they roll. A critical failure for example would see the vampire attack the nearest living thing until it has consumed enough to replenish it's HP, even if it kills the subject, regardless of that subjects relationship to the Vampire, whereas a critical success, would see the Vampire ignoring it with all the skill of a surgeon working in a trauma ward. A moderate failure could see the Vampire avoiding attacking friends or family and instead seeking out small animals or vermin.
Protective Trance
Protective Trance: Vampires can enter a protective trance state when meals are scarce, but are completely and utterly defenseless during that time. Trances can last up to 100 years per level at the time of entering the trance. The trance ends when the Vampire can no longer maintain it or when the familiar wakes him with a significant blood meal. Vampire Racial Traits Vampires have limited telepathic capabilities which allow them to communicate with other Vampires and their Familiars within 120 feet. This telepathy is also available for 1 hour with any sentient subject they have feed from within the same range, to include any animal with an INT of 3 or higher. LOS is not required for Vampiric telepathy.
Garlic
Garlic: Contrary to popular myth, Garlic is not a poison to Vampires. Garlic is used to mask the vampires ability to sense living targets within an area of effect. A person wearing a clove of garlic will have their "scent" and heartbeat masked as if by magic, and can only be detected by the vampire via normal means, eg: sight and sound. An atomized or smoked garlic clove can make an area "invisible" to a vampires otherworldly senses, additionally, the vampire cannot communicate telepathically or use beguile with any creature protected by garlic, and any vampiric effects on any subject will end should garlic be used or atomized once an effect has been used. A subject that eats garlic receives no benefits but will smell horrible and be less likely to be chosen as a vampires meal. Should the vampire feed on them anyway, they will receive the same blood meal benefits, but it will taste horrible. Garlic can be used to mask the scent of other poisons, to include necrotic blood.
Holy Symbols/Holy Auras
Holy Symbols and Holy Auras: Not all holy symbols or consecrated grounds are abhorrent to vampires, in fact only those that would otherwise be considered in opposition to the vampires nature or alignment have any effect at all, with certain exceptions. Holy symbols, on their own, offer absolutely no protection from vampires, nor will they harm the vampire in any way, unless they are made from silver, or the person wielding the holy symbol is "innocent" or possesses "true faith." Both of these specific conditions are determined by the GM, but will most commonly be Paladins, Clerics, Priests, or small children. Only clerics, priests, and Paladins of at least one opposing alignment can harm a vampire with their aura. EX: a LE vampire needs to stay 5 feet away from a LG Paladin lest they suffer irritation, and touching them while conscience causes minor damage, whereas a NE vampire would double the range of irritation and double the damage on touch, to include taking damage when the holy person is asleep. A Paladin of the same alignment only causes irritation or does damage when that holy person invokes their gods name.
Divine Magic
Divine Magic: As a rule most, if not all, divine magic will deal damage to a vampire at double the normal rate. This includes healing spells, auras of protection, and most of all any spell or effect with the word "bless" in it. Bless not only deals damage, but can cause significant adverse effects such as temporary paralysis, blindness, memory loss, and even permanent "burn" marks.
Memory Transfer
Starting at Level 16 a vampire that completely drains a subject to the point of death is capable of accessing their memories as if they were their own. The Memory Transfer ability lasts for 1 hour from the last moment of life of the subject. This ability has a decreasing failure rate of 25% per level, EG a level 16 Vampire that drains a subject must make a 25 or lower on a D100 in order to successfully access the memories of the deceased subject. The failure rate decreases by 25% per level ultimately granting a virtually 100% chance of success by level 20. A critical failure at any level causes significant short term memory and personality issues for the Vampire, most commonly, they will act as if they are in fact the drained subject for 1D4 hours. a 100 counts as a critical failure at level 20 and a catastrophic failure at any level lower than 20th and is subject to more lasting, but not permanent side effects determined by the GM At level 20 this ability can be used on a still living target, with a 50% success rate.
Stealth
You have advantage on stealth checks at night or while indoors
Undead
Your creature type is considered to be both humanoid and undead. Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.
The Undead: Unless otherwise provoked or attacked, undead creature types will ignore Vampires and threat them as one of their own. This includes zombies and skeletons as well as "turned" undead that have not been specifically directed to attack the Vampire.
Blood Sense
Blood Sense: Starting at level 1 the Vampire gains the ability to sense the pulse and general heart strength of a living being. In essence, the Vampire can "hear" the targets heartbeat. This ability grants advantage on perception checks made on living targets within 120 feet. Can only be used at night, or when indoors. The Vampire can distinguish the number of living targets and their relative position and alert status, (sleeping, anxious, awake, etc) even if the target is hidden or concealed.
Age
Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life
Thirst for Blood
Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases, poisons, and intoxication. You do not need to eat, drink, breathe, or "excrete," you also do not sweat, and despite being above room temperature when properly fed you almost always feel cold despite the ambient temperature and find yourself wearing at least a cloak for warmth. You can ingest food and drink if you wish, though this food is always bland and stale to you, This is not to say it is entirely without flavor, but those flavors are significantly diminished.
Feeding: Each level of progression allows the vampire to be sustained longer and on less blood. For example: a first level Vampire must drink 1/2 pint of blood three times per day in order to maintain the illusion of life and be considered "fed" whereas a 2nd level Vampire must only drink two half pints, and by 3rd level the Vampire only requires one half pint. At 4th level the Vampire only requires 1/2 pint every other day, 5th level adds another day, and so on. By tenth level the amount of HP restored from a blood meal increases by 1D4 per level. Each ration of blood heals you for 2d4+2 hit points while a pint will heal you for 4d4+4 hit points.
If you go for longer then seven days beyond your capability without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you no longer gain any more levels of exhaustion and become indefinitely paralyzed or suffer the alternate effect. The only way to remove this paralysis is to be exposed to a rations worth of blood
Alternately. A Vampire that does not consume at least one ration of blood per day beyond their capability will, on the 10th day, become feral and can only be returned to "normal" by being completely submerged in a "blood bath" for 30 days. A basic ration of blood is a vial of roughly 4 ounces, and while that is just enough to sustain you each week you still feel the urge to drink a normal "meal ration" on what would be considered a normal "eating schedule" (two to three meals a day). You may appear twitchy or ravenous in the heat of battle or when treating a wounded ally if not properly fed. You also cannot maintain the "illusion of life" and as such will begin to go cold, decay, smell bad, can no longer simulate a heartbeat, bleed, or "breath." A half pint, such as that contained within a flask is considered a healthy "normal meal ration" amount and is enough to keep you sustained while also suppressing your less civilized behavior.
Certain creatures and races may provide more or less depending on type. Vampires must drink at least 1 unit (1/2 pint) of blood per day to survive and maintain the illusion of life. The blood must either be fresh or properly prepared when fresh to be kept as a stored supply. Blood taken from a non-humanoid only provides 50% of the effects provided by humanoid subjects. Celestials and other higher order species typically provide double the healing and filling effect, whereas lower order species such as kobolds or trolls, will provide only half. Blood that is not properly prepared is considered half as effective after 12 hours and a poison after 24 hours that does poison damage equal to what would have been it's healing effect otherwise. A Vampire will not willingly drink tainted or poisoned blood. While a vampire is ruled by their thirst for blood, there are limits to what a vampire will willingly drink, even if starving or in bloodlust. Vampires have the ability to determine the viability of a blood meal in the same way humans can tell the difference between rotting meat and fresh. A Vampire can experience intoxication, or other drug effects, as well as limited poison effects (1/2 the normal poison effect) strong food flavors, etc, if the blood meal has recently ingested the items in question. Additionally, every species and blood type has a unique flavor, as do some medical conditions.
Superior Darkvision
You can see in dim light within 120 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.
Stake to the Heart
If a piercing weapon made of wood is driven into your heart while incapacitated, you become paralyzed until the stake is removed.
Vampiric Touch
Starting at level 5 when a Vampire feeds they may increase their HP above maximum in a HP pool similar to the spell Vampiric Touch. This ability grants a maximum 10% increase per level with an overall maximum of double HP at level 15. The hit point pool only lasts for 1 hour regardless of level. This pool can only be accessed when feeding on live or properly prepared humanoid blood sources.
Forbiddance
You can't enter a residence without an invitation from one of the occupants.
Running Water
A Vampire cannot cross running without taking damage unless they are in a casket filled with soil from their resting place. While in running water a Vampire will take 2d4 damage for each round spent immersed in water.
Ability Score Increase
Your Dexterity score increase by 1, and Charisma or Wisdom or Intelligence score increases by 2.
Spider Climb
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Misty Escape
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Beguile
Beginning at 3rd level . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this effect or be beguiled by the vampire. The beguiled 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 bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, with the exception of feeding, 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 As this is less a spell and more a natural effect of vampiric nature it is not subject to the same rules as the spell "charm" as such, creatures that would normally be immune to the spell "charm" have an advantage on saving throw to prevent becoming "Beguiled." A so "beguiled" creature will lose all but the faintest memory of the encounter with the vampire once the effect ends, viewing it more like a dream with no clear picture of the vampires face or features, unless the vampires choses otherwise, to include the event of having been fed upon.
Polymorph
At 6th level : Starting at level 6 a Vampire may polymorph at will into a prey bird of their choosing. The vampire may also make minor permanent alterations to their physical appearance once per month. This is normally used to simulate aging, but can also be used to create a new face when necessary. This ability is separate from the otherwise indicated shapeshifting capabilities. Once an animal is chosen for this transformation it CANNOT BE CHANGED. EG: A Vampire that choses a Bat will only be capable of turning into that form for the rest of their lives. This animal MUST be chosen at the time of their first transformation. This ability can only be used after sunset or when indoors. The effect lasts until cancelled or until sunrise or exiting to the outdoors. Unlike other spells, this effect can be maintained even while sleeping or in the protective trance. At Level 12 the vampire gains the ability to also polymorph into either a K9 or Feline of their choosing. At Level 18 the vampire gains the ability to also polymorph into mist at will
Children of the night
At tenth level(1/Day). The vampire magically calls 2d4 swarms of bats or rats or other vermin appropriate to the environment (swarm of bats, swarm of rats), provided that the vampire is not in direct sunlight. While outdoors, the vampire can call 3d6 wolves (wolf) 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
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