Homebrew Ancient Vampire Species Details
You were born ages ago, life times ago. You lived your life normally, until one fateful day, when you were bitten by a vampire. You now share their curse. You have lived longer than any mortal should, watched as empires rose and fell. You stood there watching, as anyone, everyone you ever cared for died of old age, while you are untouched by age. You are a constant threat wherever you go, a wolf amongst sheep.
Ancient Vampire Traits
Vampires hold immense power.Ability Score
Vampires are incredibly charming and stealthy. Your charisma increases by 2 and your dexterity increases by 1.
Draining Bite
Once per day as an action you may bite with the intent to drain another creature of its life. The creature you are biting must either be willing, grappled, restrained, or incapacitated by you. If an unwilling creature bitten this way is able to successfully escape restraint, grappling, or incapacity the effect ends. An unwilling creature must make a wisdom saving throw, the DC for this saving throw equals 8 + your dexterity modifier + your proficiency bonus. A creature takes 2d6 necrotic damage per turn on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this ability once you can’t use it again until you complete a long rest.
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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire with all of the abilities this racial variant grants.
Sunlight Sensitivity
Whenever you start or end your turn in daylight, you gain disadvantage on all saves and attacks.
Superior Darkvision
Being a creature of the night, you can see clearly in darkness. You can see up to 120 feet of darkness as if it were brightly lit.
Spider Climb
Your movement speed is unhindered by walls or ceilings.
Vampiric Weaknesses
Being of vampiric descent, you are vulnerable to fire and radiant damage. Holy water deals 1d6 acid damage to you. Ending your turn in running water deals 1d10 acid damage to you.
Vampiric Regeneration
Your wounds heal themselves. Assuming you havent taken Holy water damage, have not ended your turn in running water, or are not in direct daylight, you regenerate 15 points of health at the start of your turn.
Shape Changer
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Vampiric Charm
The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed 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 bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, 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.
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Posted May 16, 2021Neat, but I feel like if it's going to have regeneration it should take actual sun damaged
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Posted Jun 29, 2024The regeneration only works in the shade and you have disadvantage on attacks in the sun so i don't think you need to take damage in the sunlight