Homebrew Amaunatori Vampire Species Details
Vampires hold an especially tragic place among the walking dead. Unlike ghouls, ghosts, or zombies, vampires retain the forms they had in life, often appearing little changed from the people they were before their expiration. However, the curse--or gift--of undeath is a transformative one, and the creature that rises from the grave is monstrous being unlike the former occupant of the shell it wears.
Some vampires awaken to undeath full of carnal hungers and vile zest for their new state. Others desperately cleave to the life they once knew. The end result for most vampires is the same: their attachments to the world of the living are incompatible with their current state, driven as they are by the need for living blood.
Most pitiable are vampires that retain, either in part or whole, the spark of individuality known as a soul. These are torn between two worlds: ever taunted by what was, but unable to resist their foulest impulses for long. Even those who have been cleansed by the light of a deity like Amaunator are still trapped in an uneasy and liminal state.
Amaunatori Vampire Traits
Your character has some qualities in common with other vampires.Ability Score Increase
Your Charisma score increases by 2, and your Strength score or Dexterity score increases by 1.
Age
You remain the age you were when turned to undeath. You do not age and cannot die of natural causes.
Alignment
Vampires, even those with souls, tend to be evil in nature. Rare ensouled vampires are able to retain their original good or neutral alignment.
Size
You have the same height and build that you had in life. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Vampires are natural predators and are not hindered by the frailties of mortal vision in dark or dim conditions. You can see in nonmagical darkness or dim light within 120 feet of you as if it were bright light.
Undead Nature
You are undead. Spells, items, and abilities that function differently when used on the undead affect you accordingly: for example, you cannot benefit from Cure Wounds and are subject to the secondary effect of Chill Touch.
You are resistant to necrotic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks or silvered weapons. Because you are not alive, magic cannot put you to sleep and you do not need to breathe. You are also immune to poisons and disease.
You regenerate 1d6 health per round unless you are in direct sunlight or have taken damage from a silvered weapon since your last round. If you take radiant damage or damage from Holy Water, this trait doesn't function at the start of your next turn.
Languages
You can speak, read, and write Common and two extra languages of your choice that you knew in life.
Blood Thirst
You hunger for blood. Food and drink do not sustain you.
You must feed weekly on the blood of the living. For each week you go without feeding on the blood of a living or recently deceased creature, you must make a Wisdom saving throw (DC = 10 + the number of days you have gone without feeding.) On a failed save, you take a level of exhaustion. While exhausted, you become afflicted by the Confusion when within the presence of humanoid blood, except that when rolling a 2-6 while determining the spell's effect, you can act and move normally.
If you take more than three levels of exhaustion in any manner, you become a feral creature under the control of the DM until you have fed on viable blood.
Your claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Instead of dealing damage on a successful hit, you can choose to grapple your target.
You can attempt to bite a creature that you have grappled. Your bite attack has advantage. If you hit with your bite, you deal piercing damage equal to 1d8 + your Strength modifier. The target's hit point maximum is reduced by an amount equal to the 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. A Humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn.
Unholy Weaknesses
Though freed from traditional vampiric weaknesses like sunlight, your unholy nature manifests in a peculiar aversion to running water. You take 20 acid damage if you end your turn in running water.
Revert to Mist
If you drop to 0 hit points, you transform into a cloud of mist instead of falling unconscious, provided that you are not in running water. If you cannot transform, you are destroyed. While in mist form, you cannot take any actions, speak, or manipulate objects. You are weightless, have a flying speed equal to your move speed, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so while in mist form without squeezing. You cannot pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws and are immune to all nonmagical damage.
You do not make death saving throws while in mist form. If you take damage while in mist form, you are destroyed. After spending 1 hour in mist form, you regain 1 hit point and revert to your vampire form.
Previous Versions
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9/9/2020 4:27:31 AM
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