Homebrew Human Vampire Species Details
“I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.”
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. 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 coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
Human Vampire Traits
Human vampires have these traits.Ability Score Increase
Your Intelligence, Wisdom, and Charisma scores each increase by 1. Your Strength, Dexterity, and Constitution scores are 18.
Age
Though humans reach adulthood in their late teens and live less than a century, human vampires are immortal and thus may be any age.
Alignment
Your alignment is lawful evil until your vampirism is reverted by a wish spell or you are killed and brought back to life.
Size
Humans 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.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Vampire Resistance
You are resistant to necrotic damage and nonmagical bludgeoning, piercing, and slashing damage.
Superior Darkvision
You can see in dim light within 120 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.
Shapechanger
If you aren’t in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
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, you can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
Legendary Resistance
If you fail a saving throw, you can choose to succeed instead. You can use this trait three times and regain the ability to do so when you finish a long rest.
Misty Escape
When you drop to 0 hit points outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren't in sunlight or running water. If you can’t transform, you are destroyed.
While you have 0 hit points in mist form, you can’t revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Regeneration
You regain 20 hit points at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
You have the following flaws:
Forbiddance. You can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take 20 acid damage if you ends your turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
Unarmed Strike
When you make an unarmed strike while in your vampire form, you deal 1d8 bludgeoning damage and you can grapple the target of your attack. The target's DC for escaping the grapple is equal to 8 + your proficiency bonus + your Strength bonus.
Bite
Your bite is an natural weapon. You can target a willing creature, or an unwilling creature who you are grappling, who is incapacitated, or who is restrained with this bite when you are in your vampire or bat form. On a hit, you deal 1d6 piercing damage and 3d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic 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 under your control.
Charm
As an action, you target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or your 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 you are destroyed, are on a different plane of existence than the target, or take a bonus action to end the effect.
The DC for the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.
Children of the Night
As an action, you magically call 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.
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Posted Mar 22, 2019Don't you think that for the Legendary Resistance ability, being able to use it three times in a day is just a little bit too OP? This race seems really good for those starting at a high level but not so much for level 1. Maybe you could add a level progression with the skill?
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Posted Mar 23, 2019This is just the stat block for the Vampire from the Monster Manual as a playable race based on the rules for becoming a vampire in the Monster Manual.
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Posted Mar 23, 2019H