Homebrew Aerth Vampire Species Details

Vampires in the world of Aerth originate in the kingdom of Britania; A cold and desolate place with icy plains, tall cities made of obsidian reside here ruled and owned by eternal vampires, with only a few humans in sight. Many don't trust them, even though they tend to stay secluded in their kingdom.

Aerth Vampire Traits

It’s hard to make generalizations about Vampires, but your Vampire character has these traits.

Ability Score Increase

Your Dexterity score increases by 2, and one other ability score of your choice increase by 1.

Age

Once turned vampires don't age past the age they were when they were turned

Alignment

Vampires are usually Chaotic Nuetral 

Size

Vampires vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Damage Resistance

You are resistant to Slashing and Piercing damage.

Bite

Melee Weapon Attack: reach 5 ft., one willing creature, or a creature they are fighting that is grappled by the vampire, incapacitated, or restrained.  (1d6) piercing damage plus (proficiency modifier) necrotic damage. The vampire regains hit points equal to that amount.

Languages

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Charm

As an action 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 Wisdom saving throw against your spellcasting modifier 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 bite 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.

Spider Climb

The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampiric Weaknesses

Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. (this excludes businesses/places with 50+ people like in castles, churches)

Harmed by Holy Water: The vampire takes 5 acid damage but can make an athletics check vs enemies athletic check to dodge the water.

Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed. (vampire must be sleeping)

Sunlight Hypersensitivity: The vampire takes 5 radiant damage (again, instead of ten) when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks. (ointments can be made to protect yourself and if in cover/a hood or mask & gloves then you could be protected)