Homebrew Drow Vampire Species Details
"I have never imagined such a nightmare existed,” Starson said softly. The night's fight had been difficult, but the reward at the end was beyond their dreams.The companions finally had their proof that Vampires had been brought back into existence.
Not only were Vampires returning to the land, they had chosen to spread their curse among the Drow. Thus they had created a powerful creature of the dark, one who could blend with the smallest of shadows but lived with a curse of being unable to bear the sunlight.
Drow are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the Underdark where they live inside castles and bunkers built into the cave systems they call home, where soft music drifts through the air and light rarely shines. Drow love their spider Goddess Lolth and magic, are led by a heavily matriarchal society, slavery and blood sacrifices, and the evil things of the world. When one is turned into a vampire, it is another being essentially that takes their place, allowing the person to turn all that was evil good and vice versa, as the new essence inside their body uses their memories to guide them. After all, becoming a Vampire is not simply being bit, but they must die at the hands - or fangs - of their creator.
Slender and Graceful
With their unearthly grace and fine features, Drow appear hauntingly beautiful and unnerving to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Drow's coloration encompasses the darkest shades of skin verging on dark bluish hues and also includes deep charcoal black, hair of silver, white, or pale yellow, and eyes in shades of any possible color, though red or very light colors seem most common. Drow have no facial and little body hair. They favor elegant clothing in dark colors, and they enjoy simple yet lovely jewelry, which they generally use to decorate their hair with pins dedicated to the spider queen Lolth.
Once changed into a Vampire, Drow skin will lighten a few shades making it look like weathered stone or ashes, even the purest white hair will turn in favor for silver, and their eyes always turn to a vibrant red that emit a faint glow when veiled in darkness.
A Timeless Perspective
Drow can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, Drow can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, Drow are flexible in the face of danger. They trust in violence and war to resolve differences and will only fall back on diplomacy if there is no clear winner. They have been known to raid neighboring Drow settlements from their own to expand their territory, confident that they can simply take out their targets. Drow reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
After being changed, as the Drow adjusts to the changes in their body they begin to gain an even higher mastery over their own skills, even finding new ones they didn't possess before their death. One of the most noteable changes is the Drow Vampire no longer needs to eat, breathe, or sleep. They instead require rations of blood to not only keep themselves fed, but alive and sane.
Hidden Underdark Realms
Most Drow dwell in large stone cities underground carved into the caves they find. Drow hunt game, gather food, and grow vegetables all by the light of the moon, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few Drow make a good living by trading crafted items for metals (which they have no interest in mining).
Drow encountered outside their own lands are commonly traveling mercenaries, adventurers, and head hunters or assassins. Nobles pay top coin to hire a Drow, and once Drow Vampire emerged they became sought after in a way Drow never had been.
Exploration and Adventure
Drow take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Drow also enjoy exercising their martial prowess or gaining greater magical power, and adventuring or sell swording allows them to do so. Some might join with rebels fighting against oppression though very rare, and others might become champions of gladiatorial arenas.
Wherever there is Drow Vampire, you are certain to find death.
Coffinlike Structure
All Vampires are bound to a coffinlike structure, normally some form of large container that usually takes the form of a sarcophagus, casket, or coffin. It is here that a Vampire rests and reforms when they're defeated. They are usually hidden away in areas that are difficult to access by non-vampires and are heavily protected by minions, traps, and thralls. A coffinlike structure is made from the wood of your original coffin, or the stone of your original tombstone in some cases. The structure is large enough to encase your body in and must have an opening to allow mist to enter and exit. If a Vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A Vampire can move its place of burial by transporting its coffinlike structure or a significant amount of grave dirt to another location. Some Vampires set up multiple resting places this way.
With your Dungeon Master's discretion, the area in which your coffinlike structure rests for 2d6 days can be considered your lair, manifesting the following regional effects as it is warped by your unnatural presence:
- There's a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If you are destroyed, or you move your coffinlike structure to elsewhere these effects end after 2d6 days.
Vampire Weaknesses
Although Vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a Vampire Spawn or a True Vampire, you are affected by the following weakness unless specified otherwise:
- Forbiddance: You can't enter a residence without an invitation from one of the occupants.
- Running Water: Your flesh is torn apart in the presence of water, you take 20 acid damage when you end your turn in running water. This damage may not be reduced in any way.
- Stake to the Heart: If a piercing weapon made of wood is driven into your heart while incapacitated in your coffinlike structure, you become paralyzed until the stake is removed if you are a True Vampire. However, if you are a Vampire Spawn, you are instead destroyed.
- Sunlight Hypersensitivity: You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.
A Deal Or A Curse
Undead are not born, and vampires are no exception to this. When a creature dies and rises as a vampire or vampire spawn their race becomes this one, losing their previous traits, ability score increases, etc. Only retaining parts of their physical appearance as their personality is warped into a mockery of their former self. Vampires are usually the result of a dark pact and while the mortal may not make the deal with the goal of becoming a vampire in mind the dark powers they've negotiated with cares little and only seeks to sow as much evil and strife within the world as a result of such a deal. Powerful beings of evil such as malevolent gods are also capable of afflicting a mortal with vampirism.
It is a common misconception that being bitten by a vampire can turn you into one. When in practice it only, kills you, warping your body and mind into a creature of evil, a vampire spawn and as such a slave to the true vampire that killed you. It is only by drinking the blood of the vampire that turned you can a vampire spawn then become a vampires. Though, few vampires are willing to relinquish their control in this manner.
Elf Names
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
Male Adult Names: Bemril Uloavae, Fildiirn Oussath, Gulmyr Araburden, Jaezkiir Helvion'lyr, Jalnryn Zolinn, Quevryn Arabarn, Rizhrys Torval, Ruaphrin Baenreaer, Syrdar Glaurach, Zaknaston Tlin'eztice
Female Adult Names: Aunrae Blundyth, Baltana Rrostarr, Felynlene Telinath, Ginbreena Despth, Laeyana Mizzruil, Laritha Baenani, Larniss Baenath, Malice Filifar, Nhilymma Baenrret, Urmesyne T'soavae
Becoming a Vampire, most will take on the tradition of taking a noble title as well, such as Duke or Duchess, Count or Countess.
Drow Vampire Traits
Your Drow Vampire character has a variety of natural abilities, the result of thousands of years of Drow refinement enhanced by the change.Darkvision
Being raised in twilit forests and the dark caves, Drow naturally possess incredible darkvision, matched only by that of a vampire. You can see in dim light for 120ft as if in bright light, and in darkness as if it were dim light. You are unable to see colors while in the dark.
Unholy Body
Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.
Blood Drinker
Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then seven days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you are destroyed.
A ration of blood is a vial, roughly 4 ounces and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each ration of blood heals you for 1d4+1 hit points while a pint will heal you for 2d4+2 hit points.
As per your Blood Drinker trait, once becoming a True Vampire, if you reach six levels of exhaustion due to this trait, instead of suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.
Bite
All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.
Your teeth might as well have been that of a child's before. The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) after becoming a True Vampire.
Claws
As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
In addition, once you are a True Vampire, your claws lengthen and the damage for your Claws trait increases to 1d6.
Misty Escape
When you drop to 0 hit points outside of your coffinlike structure, you transform into a cloud of mist instead of falling unconscious, provided you are not in an area of sunlight or running water. If you can't transform, you are destroyed.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have 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 is immune to all nonmagical damage, except the damage it takes from sunlight.
While you have 0 hit points in mist form, you can't revert to your vampire form. If you do not reach your coffinlike structure within 2 hours, you are destroyed. Once in you coffinlike structure, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your coffinlike structure with 0 hit points, you regain 1 hit point.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Ability Score Increase
Your Dexterity score increases by 2 and Charisma by 1.
Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.
Alignment
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Young Vampires tend to try to keep to the alignment they had before being changed, however as they age they tend to sway more to lawful and prefer to stick to a code of sorts of their own creation.
Size
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
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Posted Dec 8, 2024Peace to you,
This is well put together as far as being very descriptive and detailed, well done. But please add extra vampire abilities such as but not limited to:
spider climb(which includes walking on the ceiling).
Regeneration
Shape changer (bat/wolf/mist)
Summon creatures of the night (per prof bonus) *OPTIONAL*