Homebrew Arcadian Vampire Species Details

 

The world around me is black, I feel like I am suffocating yet I need no air, My gut feels empty yet I don't want food, I struggle and claw at the blackness around me. I feel wet soil in my hands as I claw and claw upward for survival. Suddenly I breach the soil the night air refreshing against my pale hard skin. I have forgotten who I was but now my new life begins

-Unknown

 

Your past is gone, But a new future awaits

 

Vampires are different from Arcadian vampires. 

Arcadian vampires unlike their unholy cousins have been created due to mysterious foul magic that was used during the cataclysm almost over 800 years ago. This magic caused a new variant of vampire to be born that granted much of the dark cousin's strengths and weakness while allowing one to possibly maintaining their sense of morality. Originally these races of vampires fought against the Alliance of Arcadia with great ferocity, however, after a string of events that left the vampiric kingdom of Orasul injured and abused they switched sides and supported the alliance. This was pivotal for the alliance to win the war that occurred during the cataclysm.

Once the war was won a new problem occurred, Without war vampires needed a fresh source to feed that did not endanger their people. The alliance not wanting to make the same mistake as their former enemies came together and created several means to support them. These supports were known as Daylight rings. These rings work to suppress the undead nature of a vampire muting much of the vampire's strengths however it also allows a vampire to mute the weakness that comes with them, including running water and sunlight. Additionally, most kingdoms have agreed to create what's called Darktown districts where a magical tower is erected that houses a magical tree known as a "Blood Bead tree".

These trees guarded by the notorious "Silver Guard" of Orasul by secret magical means produce blood beads that while not as potent as fresh blood give a vampire all the sustenance it needs for 3 days and further mutes a vampire's more monstrous instincts. With these supports in place, Arcadian Vampires are able to blend into society and lead a somewhat semblance of a normal life.

Sunlight can still be fairly irritating in the summer though.

 

 

Arcadian Vampire Traits

Your Race has the following stats below

Ability score increase

Due to the semblance of your undead influence, your Dexterity score is increased by 2 and you may increase one ability score of your choice by 1

Age

Thanks to the undead force keeping you alive, as long as you can feed you do not age and can not be magically aged

Alignment

As an unfortunate side effect of becoming a vampire, you have no memory of your former life. Lost in confusion vampire spawn typically take on the mortality of their makers which usually fall on a Lawful line. However arcadian vampires are free to make and develop their own personal opinions and moral compass in time if influenced enough.

Size

Your creature size is considered Medium

Speed

The limitations of your mortal coil are relaxed allowing you to push your body more than others. Your speed is 40 ft

Hunter's darkvision

You have a dark vision out to 60 ft where you see dim light as bright light and darkness as dim light.  You see darkness as various shades of grey however thanks to the vampiric influence living creatures tend to pulse a faint orangish-red light as their body heat is illuminated to your sight. Giving you an advantage on perception checks when trying to spot living creatures in the dark

Darkend blood

While the daylight ring suppresses your undead nature, a portion of it still persists granting you resistance to poison damage and advantage on saving throws on being poisoned thanks to a slower heart rate.

Flawless apperence

The dark magic that has granted you new life has healed and erased the imperfections of a mortal life granting you an almost ethereal predator-like beauty. Granting you an advantage on Persuasion or Intimidation checks when interacting with others

Minor Shape Shifting

While true vampires can change various forms at will, Arcadian vampires are naturally suppressed due to the combination of the Daylight ring and a steady diet of Blood beads. Yet some of it still remains. You may choose from 1 on of the following abilities.

 

Wings of the night: 1/Day As an Action you are able to change into the form of a bat for 1 hour. While in this form you retain your intelligence. Your equipment shifts with you. Use the following stats below while in this form

 

Bat
Tiny Beast, Unaligned
Armor Class 12
Hit Points 1 (1d4 + -1)
Speed 5 ft., fly 30 ft.
STR
2 (-4)
DEX
15 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
Senses Blindsight 60 ft.
Languages --
Challenge 0 (10 XP)
 
Proficiency Bonus +2

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 

Stalking Fangs: 1/day As and action you are able to shift your form into a large wolf. While in this form you retain your intelligence. Your equipment shifts with you. Use the stats below while in this form

 

Shifted Wolf
Large beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
 
Proficiency Bonus +2

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

 
Misty Escape: 1/day  As an action you can force your body to take on an incorporeal mist-like form. While in this form you can not speak and you may only take the Dash, Dodge, or Hide action. Additionally, your speed becomes 30 ft hover and you can fit through a space as narrow as 1inch. While in this form you have resistance to all damage and if you are harmed you must make a concentration check to maintain your form. 

 

The Thirst Lingers

You still require blood or a blood substitute from blood beads to survive. If you do not feed every 3 days your body starts to wither. On the fourth day and every subsequent day after that, you gain 1 point of exhaustion until you are able to feed again. Until you satisfy your thirst you do not gain the benefits of a short or long rest. Additionally, at the DMs discretion, you may start to lose control of yourself as the ability to regulate your emotions.

Once a day the Dm may ask you to make a Wisdom saving throw the DC is 10 + the number of days past since feeding. on fail, there may be unforeseen consequences.

Previous Versions

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