Homebrew Shinso, True Ancestor Vampire Species Details

A person’s greatness isn’t determined by the hand he’s been dealt

— Evangeline A. K. McDowell, first Shinso

 

Shinso, or True Ancestors are vampires not created by a bite, but through magic experiments into immortality and the shadowfell. As such they are automatically stronger than their undead brethren. Though cursed all the same you are fundamentally different.


You were once mortal, and one day you woke up to find yourself changed. and more importantly, isn't that the comely wench you met while drinking in the tavern. On the floor and stained with her blood and what's that red stain around your mouth.

Darkness and Ice Incarnate

You are a being of darkness, and cold birthed from the shadowfell your innate magic comes from that same fell source. this is the cause of your current appearance.
cold and Palid skin, stopped aging and immune to death, sucking blood. But hey it isn't all bad, regeneration, nigh unkillable, resistant to fire and eventually ice. defy gravity and fly indefinitely, walk on walls. become shadows and travel through them. no need to breath, no need to sleep. 

Your Past No Longer Fully Defines You

Prior to your curse you where one of the mortal races, that is no longer the case,  the following traits add to your original traits.

Names

your name is based on your based race, before you were cursed.

Age

Completely static, based on when you were turned. You still age chronologically, however you do not age physically.

Size

depended on your size prior to being turned, excluding magical effects.

 

 

Shinso, True Ancestor Vampire Traits

Shinso Vampires are immortal creatures caught between life and death like other vampire. But as being spawned from the shadowfell they gain the following benefits.

Shadow Magic

Shinso Level Feature
1st Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness)
14th
Shadow Walk
18th Umbral Form
   

 

 

 

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level, you learn the darkness spell, which doesn’t count against your number of spells known. In addition, you can cast it as a cantrip. If you cast it as a cantrip, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can spend 3 blood points to magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can as a bonus action you can spend 2 blood points  to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Vampire Anatomy

You're a vampire,  a powerful one at that. However you still suffer the traditional indignities of vampires.

union of flesh you cannot die from decapitation or dismemberment. simply return the detached part back to it's rightful place. this does not work in direct sunlight until level 10 and further radiant damage neutralizes this power.

Vampire Resistance and Weakness  fire resistance and weakness to radiant damage.

Vampiric Thirst You need blood,  all your abilities and immortality are predicated on it.

Bloodpoints
You start with 5 blood points representing what you had as a mortal, you gain Bloodpoints by sucking the blood of unfortunates. This is the only way to gain this resource. each day or long rest you spend 1 Blood point.  You do not have a capacity limit. you also use your blood to fuel your abilities. 

Each human has 5.5 litres(1.5 gallons) of blood in their body. A litre of blood equals one Blood point for simplicity sake.   Their blood pressure and heart rate will stay close to normal as they lose up to 30 percent of their blood, or up to 1.5L of blood (0.4 gallons). After losing this amount of blood, they will experience the following:

  • You’ll start to have a rapid heart rate higher than 120 beats per minute.
  • Your blood pressure will drop.
  • Your breathing rate will go up.

If you lose more than 40 percent of your blood, you will die. This is about 2L, or 0.53 gallons of blood in the average adult.

 

Vampiric Nature. You are now considered both an undead and a humanoid. 

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated in a place of rest, you become incapacitated until the stake is removed.

Sunlight Hypersensitivity. You take radiant damage equal to twice your level when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks. solid shade, hoods and clothing that completely covers the body can shield the Shinso from this weakness so long as no part of their skin touches sunlight.
As of level 10 this weakness no longer applies.

 

 

Vampiric Fangs

Your teeth have grown in length and sharpness. You may use your sharp teeth as a natural weapon, whenever you hit with an attack you deal piercing damage equal to 1d4 plus your strength modifier. If a racial trait would result in you dealing unarmed bite.

Wall Walking

from level 1 you can walk up and along walls and the ceiling hanging with no issues.   This isn't limited to walls but any vertical surface.

Bite With Intent

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 effect reduces its hit point maximum to 0.

Ability Score Increase

Your ability scores each increases by your base race are replaced with +2 to Intelligence, +1 to any stat you choose.

Age

Completely static, based on when you were turned. You still age chronologically, however you do not age physically.

Alignment

you are free to choose your alignment as shinso come in many forms.

Size

depended on your size prior to being turned, excluding magical effects.

Speed

Your base walking speed is 30 feet, and your burrowing, climbing, flying speed is half that.

Languages

You can speak, read, and write the same as your base race.

Previous Versions

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