Homebrew Evolved Vampire of Kiaransalee Species Details

Vampires, the evil creatures of the night... The undead that arguably generates more fear amongst the living than any other undead. You are different from traditional Vampires. Kiaransalee's priestesses used a new ritual when undertaking your transformation and the results have been... abnormal. You can walk in sunlight, and bathe in a river. Your supernatural powers seem random and your weaknesses, besides the thirst, are as yet, unknown. Strangest of all, you have somehow retained your humanity through your transformation. The question is, can you resist the thirst and hold onto it?

This bloodline of vampires most often come from the drow and other elven races. However, Kiaransalee's priestesses have been known to experiment on other races as well. All such vampires appear as more beautiful/handsome, if paler, versions of their own people. The only thing that might clue others into your nature is the way the iris' of your eyes tend to flare with inner fire when you get excited or emotional, though this can be controlled with enough self discipline.

Self-Reliant and Cautious

Evolved Vampires either serve Temples dedicated to Kiaransalee, or have broken free and have sought out a place for themselves in the world. Many often live in the back alleys of large cities where they grow up to be swindlers, thieves, or crime lords and can feed in relative obscurity. Others struggle against their new natures for the rest of their existence.

 

Evolved Vampire of Kiaransalee Traits

Evolved Vampires share certain racial traits as a result of their lineage.

Blood Sire

Choose a method of creating more of your kind. You gain weaknesses based upon your choice.

Feeding Fangs

You are able to feed on target's who possess blood when the target is willing, grappled, sleeping, or unconscious. Your bite deals 1d4 piercing damage initially. Each round thereafter, you may drain a number of HP as Blood Points equal to the highest of your strength or wisdom modifiers.

Ability Score Increase

All ability scores except Wisdom increase by 2.

Age

You no longer age and will live forever if not destroyed.

Alignment

Vampires who satisfy their thirst on the innocent without remorse end up little different from traditional Vampires. Those who satisfy their thirst on those deemed deserving are often lawful. Those that feed only on animals can manage a good alignment, often lawful due to the self discipline required.

Vampiric Legacy: Blood Pool

You start with a maximum Blood Pool equal to your Constitution score at first level. This pool of blood increases by one point each time you level up. This blood can be used to activate various supernatural powers at your disposal, though you may never use more Blood Points in a round than you have class levels. If ever your Blood Pool becomes lower than your(Constitution modifier + 1/2 your level) - your Wisdom modifier, you must make a wisdom saving throw every round to resist your overwhelming thirst with a penalty equal to your Constitution modifier + 1/2 your level - your Wisdom modifier subtracted by your current Blood Pool. The penalty increases each round by this number until you feed enough to bring you back above your minimum threshold, (Constitution modifier + 1/2 your level - Wisdom modifier.) If you fail, you attack the closest living being possessing blood with the intent to subdue and feed from the target.

You gain two supernatural powers at first level and one additional power at every odd level thereafter.

Size

Vampires do not change in size from how they were as mortals. Your size is the same as your mortal race's.

Speed

Your base walking speed is 40 feet. Your swim and climbing speeds are 30 feet.

Darkvision

You can see in darkness (shades of gray) up to 120 ft.
Your senses are dialed to eleven. You gain advantage on Perception, Investigation and Insight checks.

Languages

You can speak, read and write the same languages you could in life. (Same languages as your mortal race.)

Undead

Healing magic deals damage to you equal to what it would have healed.
When you rest, you heal 1 HP per 10 minutes.
You cannot spend Hit Dice during rests without the Healing Blood ability.
Harming and necrotic magic heals you for the damage dealt.

There and Not There

Your connections to the material plane and the Shadowfell make you difficult to catch. Add your Charisma modifier to your AC to represent your seemingly immaterial form and add your Constitution modifier to your AC to represent how hard your flesh has become.

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