Homebrew Vampire Player Race Species Details

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"A handsome nobleman with angular features commands his three brides to attack a young man. The man stands paralyzed with fear as the three vampire women surround him and begin to eviscerate him with their sharp claws. By the time he realizes what is happening, it is too late to stop them and he collapses into a bloody heap on the ground as his life force leaves his body.

A vampire woman stares at the blood dripping from the hand of the criminal who just killed one of the guards working in her tavern. Unable to resist, she leaps onto his back and sinks her teeth into his neck as he frantically tries to shake her off. When the criminal’s partner finally manages to break her hold on him, the criminal falls to the ground and speaks one final expletive before he dies.

An older vampire pursues a young man through the alleys of a city. Fearing for his life, the young man runs and tries to escape until he finds himself at a dead end. The vampire knows the struggles of this young man. He knows what it’s like to be different and can give this young man the power he needs. As the vampire reaches his hand out, the young man with a fearful yet hopeful look on his face takes his hand in what would become the last moments of his mortal existence.

Vampires are undead creatures of both predation and temptation. They are the enemy within and dealers of Faustian bargains. One moment of physical or spiritual weakness and a person can be cursed to an undead existence for all eternity. Vampires feed on the blood of the living in order to sustain themselves and maintain their supernatural powers. Not all vampires are villains, but all of them have to fight against their urge to feast on the living."  Jessica Deuel | Tribality

Deal or Curse

"You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learnt from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath."  Vampire,_Variant_(5e_Class) | dandwiki

  •  A new vampire was created when another vampire drained the life out of a living creature. A humanoid or monstrous humanoid could become a vampire.
  • Half-vampires could be created in one of two ways. First, in some rare cases, a vampire could consume enough blood that they could breed with a humanoid or monstrous humanoid, creating half-vampire offspring. Second, in even rarer cases, if a pregnant mother survived having her blood drained by a vampire, her unborn could be "tainted" with vampirism instead.
  • Master vampires were vampires that had perfected the art of taking spawn, and as a result, could lead large gangs of them. They usually had one chosen spawn that was much better than the others. However, all of a master vampire's spawn were better than the norm: stronger, faster, and more numerous

 

A Vampire's Coven

Covens are a gathering or community of Vampires. A Coven is comprised of a group of Vampires who gather together for ceremonies, rituals, and/or celebrations. The number of members of a Coven may vary. A Coven can be simply vampires that live together and try to do so in relative peace. Some Covens are friendlier than others and are like family to one another. Most Covens have members that tend to keep to themselves and really just view the Coven as a place to live. Other members focus more on their lives as warriors, training to become hunters and killers, specifically of werewolves. All Covens have their own rules and laws to abide by. 

As in any group or society, the Vampire Covens also has its own hierarchy, which helps define and shape the Vampire society as a civilized community, differing themselves from the werewolves and their "primitive" packs. Unlike the modern human society which is based metiocracy and personal wealth, Vampires adopt a more feudal and medieval approach to social class. In detail, Vampires don't rise in social status until they at least reach a full mortal lifespan in age or they can shortcut to the upper echelons of Vampire society if they gained a reputation as a war hero or if they become romantically involved with higher ranks. Any Vampire can potentially rise through the ranks if they achieved enough respect and deeds within the Vampire society. There are several ranks within certain positions in a Coven.

  • The Vampire Elders, also known as Grand Elders and Great Elders, hold the highest power in any Coven and all Vampires must answer to them, the only exception being maybe another Elder. They are viewed as the Kings/Queens of the Vampire society. They are the ones that ultimately choose and decide how the Vampire community must act and behave, they also are the ones that elect their trusted advisers and Regents. They can also sentence members to death in the case of treason.
  • The Council are the ones that advise and help guide the Vampire Elders through decisions that can affect the Vampire Community as a whole, giving different perspectives and opinions for the Elders to consider, when choosing the future of their reign. When there are no Elders, Regents, or Coven leaders present, the Council rules the Covens as a group instead.
  • The Regents are the ones chosen by the Elders to represent them in the Covens and be in charge of all their affairs and estate during their absence in the Covens. The Coven Leaders rule their Covens in place of a Regent, the Elders, and the Council. They also belong to the nobility of the Vampire society but seem to be "less mobile" than the Council, as they usually stay in their houses, is only viewed as the leaders when they are at their respective Covens. All Vampires that ranks below them, obey and serve them without question and their orders are only overruled by the Elders. If a Regent dies, another is chosen to succeed them, either by an Elder or the Council and, if neither is present or unable to do it, the Coven itself can choose one to lead them, due to a popular vote. Regents can be chosen by the Elders for their past achievements as warriors and/or for their leadership skills, as they already have natural respect among the members of their respective Covens. Some are also friends or related to the Elders themselves.
  • The Heads of House presumably are the ones responsible for the well-being of the Coven stronghold and its members, making sure everyone is doing their job. They rule their Coven's stronghold when there are no Elders, Regents, Coven Leaders, or Council members present. Not much is known about the full extent of their duties and responsibilities. A Head of House can also be a Council member in which they have more power than the other Council members as long they are in the Coven ruled by said Head of House. 
  • The High-Ranking members are the ones that are considered the Upper-Class of the Covens. Some are closely related to the higher ranks as descendants, siblings, or spouses of them. Others are fairly older Vampires, with several centuries of servitude to their Covens and/or have achieved a great level of respect and influence among their kind. Certain members of this class have more diplomatic tasks or errands like the Dignitaries and Envoys, who travel to other Covens, and arrive prior to the Elders and the Council members to make sure everything is to their liking and prepares the Coven for their arrival. All of them are wealthy, having direct ties with societal powers, which supplies more income to their Covens. There is also the socialites who prefer to spend a significant amount of time attending various fashionable social gatherings. High-borns, children and descendants of the Elders, are also considered High-ranking members.
  • The Aristocrats are the ones deemed to convey an approximate rank intermediate between the highest and lowest titles of the Coven's hierarchy. They can be also related to higher ranks, but don't contribute as much to the Covens as the High-ranking members do. They are usually Vampires that were once nobles like Ladies, Lords, Counts, Countesses, and any other rank of nobility when they were humans. When they join a Coven, they maintain their noble status, as they likely chose to become immortals, which allows them to live in power and wealth for eternity.
  • The Death Dealers are the military forces of the Vampire society and the closest to a law enforcement group within a Coven. Any lower or higher ranking Vampire can become a Death Dealer if they so desire to become one. The Death Dealers are the warriors trained specifically to become hunters of werewolves but can be also tasked to defend a Coven during an attack. Some of them can be chosen by a Regent or Elder to be their personal bodyguards and to deal with their individual matters outside the Coven's strongholds, similar to an Elite Guard. The Death Dealers seem to have more privileges than the lower-ranked vampires, as they are able to leave their houses as they please and spend several days outside of it. They must also have their own military ranks, as they have at least one Vampire that leads their troops and gives them orders during combat, as well also have recruits that are considered lower ranks and are still in the training process to become Death Dealers.
  • The Ordinary Vampire: These are the lowest ranks of Vampires, and the most common members of the Covens. Most Vampires that become part of a Coven begins at this rank, having fewer privileges than other superior ranks. These Vampires have more mundane jobs, usually serving as maids, servants, attendants, drivers, ladies-in-waiting, and doormen, being tasked with domestic work. Some also serve as doctors, blacksmiths, and engineers, helping to improve the Coven's stability. Attendants serve the High-ranking members of their Coven, and the ladies-in-waiting attend to the female Vampire Elders, and presumably the female Council members. Among these are also the Coven Historians, which are the ones responsible for recording Vampire history and the history of the Coven and are one of the few lower ranks that have access to the Elders and the Council. The notaries are the ones that record what happens during Council meetings and presumably important events. Despite their lower status, they still live in a relative luxury, usually being present at parties and ceremonies. 

Covens | Underworld Wiki

 

Vampire Names

Many vampires hail from Barovia, a domain of Ravenloft, ruled by the darklord Strahd von Zarovich, who is believed to be the first vampire. Typically, vampires are human or half-visanti. Neither of these are always the case. There are some cases where vampires come from elsewhere, and can potentially be born of any race and background. 

  • Male: Alekzandru, Aleksi, Berislav, Blazh, Bojan, Bogumir, Bronimir, Chestimir, Dalibor, Dalimir, Dmitrei, Drago, Dragomir, Drazhan, Georgei, Grigorii, Kazimir, Liudevit, Milan, Milomir, Mirche, Nikola, Radomir, Radovan, Ranko, Slaven, Stanimir, Tikhomir, Vadimir, Velibor, Vlad, Voitsekh, Yaromir, Zvonimir
  • Female: Alekzandra, Aleksia, Blazha, Bela, Bozhena, Dragoslava, Dalibora, Dalimira, Draga, Dragomira, Elena, Georgeia, Inna, Kazima, Kazimira, Lyubmila, Mila, Milka, Mira, Miroslava, Rada, Radoslava, Slava, Svatava, Vlasta, Velibora, Yara, Yamira, Zara, Zamira
  • Family names: Andreychuk,, Balavanov, Berezovsky, Bogdan, Čuda, Čulum, Doležal, Dubinsky, Erben, Fedoruk, Glinka, Guzina, Gurov, Hanak, Havel, Homolka, Hus, Khaimov, Khomiakov, Ivanov, Jablonski, Yankovic, Jelinek, Kavensky, Kavka, Kozlov, Levinsky, Malik, Marshak, Milenkovic, Nikolic, Novikov, Orelik, Polak, Reszke, Ronsen, Sadowski, Sergeyiev, Sosniok, Uvarov, Wach, Valivov, Wesseley, Zackarov, Zhironovsky, Zworszak

Medieval Slavic Names | Behind the Name

 

Class Features

You can make a vampire quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Scion background. As a vampire, you gain the following class features:

  • Hit Points
    • Hit Dice: special (see the Blood is Life class feature)
    • Hit Points at 1st Level: 8 + your Constitution modifier
    • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st
  • Proficiencies
    • Armor: None
    • Weapons: Simple weapons
    • Tools: None
    • Saving Throws: Dexterity, Charisma
    • Skills: Choose two skills from Acrobatics, Arcana, Athletics, Deception, History, Intimidate, Investigation, Perception, Persuasion, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a) a holy symbol or b) an arcane focus
  • a) a set of fine clothes or b) chain mail(if proficient)
  • a) a martial weapon(if proficient) or b) two simple weapons
  • a belt pouch containing 20 gold

Vampire Origins

Personality
d8 Origins
1 I am domineering and sadistic and thrive off of control and the suffering of others. 
2 I am generally cold, distant, and guarded, and generally trust no one.
3 I revel in my new found existence and enjoy hunting my prey. 
4 I am bitter over the life I lost and wish to reverse it. 
5 I try to be especially polite and disarming so people won’t be so uncomfortable around me.
6 My loyalty is unmatched. Once my trust is broken, I never forgive and never forget.
7 My zealous hatred towards the undead almost borders on denial.
8 This unholy existence is punishment for my sins and my service is my penance.

 

Ideal

 

D8 ORIGINS
1 Redemption. I try and see the good in others that another saw in me. (Good)
2 Self Preservation. Nothing is more important than my existence. Nothing. (Evil)
3 People. I treat the living people who are close to me with respect. (Neutral)
4 Bloodlust. Everyone around me exists solely for my sustenance. Obligations be damned. (Evil)
5 Community. I still see myself as part of society and I try to live by it’s rules. (Lawful)
6 Procreation. I will replace the family that was twice torn from me. (Evil)
7 Independence. I left the protection of my coven to live a life of solitude. (Chaotic)
8 Power. Putting the living in their place is the first step to taking your place as the undisputed top of the food chain. (Evil)

 

Bond

 

D8 ORIGINS
1 I will find whoever murdered my creator and make them pay for what they did.
2 I am indebted to the person who turned me.
3 One day I will pay a visit to my family members who never got to say goodbye.
4 There is a group of vampire hunters out there who regret not murdering me when they had the chance.
5 I am drawn to the people and places that I knew from before my death.
6 I have a loved one who I watch out for and protect from the shadows.
7 My devotion to the coven is unwavering.
8 I want revenge on the vampire who made me.

 

Flaw

 

D8 ORIGINS
1 I will protect those closest to me at any and all cost to myself and others.
2 I often view the living who are close to me as food first and foremost. 
3 I neglect my job and focus on court intrigue or easy living.
4 My time spent among the living has made me too domesticated for my own good and thus I have lost the hunter's edge. 
5 I still don’t trust my master and have suspicions that they plan to do away with me after I’m no longer useful.
6 I obsess over finding a cure for vampirism to the point where nothing else matters. 
7 I sometimes take unnecessary risks that could break my cover.
8 An inquisitor or investigator is suspicious of me and is working to reveal what I am.



Supernatural Killing Machines

A vampire gains their power from their undead state and the blood that runs in their veins. This bloodline is gained from the vampire who created them and grants supernatural powers shared by many of their undead ancestors. As a vampire grows older and more experienced, new supernatural powers develop and they become even more formidable than they already were. While newly created vampires are usually completely subservient to their creator’s will, eventually the chain is loosened for the new vampire or sometimes they are even granted complete independence.

There are some features that are common across vampires as a whole. Vampires tend to quickly recover from their wounds and possess great strength and speed. They are vulnerable to holy powers and this causes them to not benefit from most forms of healing magic. Most vampires would also do well to stay out of the sun as its radiance can quickly reduce all but the most powerful vampires to ash.

Eternal Hunger

Not all vampires are members of the vampire class. Many vampires spend their entire existence as a thrall to some more powerful vampire until someone comes along and drives a stake through their heart and cuts off their head. If vampires themselves are relatively rare, then vampires who have the vampire class are exceptionally rare.

Most individuals who are members of the vampire class were adventurers even before they were cursed with undeath. These heroes, whose lives were cut so short, still often continue their tasks even in death. Even for those who weren’t adventurers before becoming undead, adventuring provides a way for a vampire to feed on new victims(who often won’t be missed), acquire power, and have a reason to be gone from civilization for extended periods of time.

 

The Vampire

Level Prof Features Spells
Known
Additional
Legacies
Level 1  +2 Child of the Night,Blood is Life,
Enduring Soul, Vampiric Reflexes, Vampiric Bloodline
0  0
Level 2  +2   0  1
Level 3  +2 Spellcasting 3  1
Level 4  +2   4  2
Level 5  +3  Extra Attack 4  2
Level 6  +3  Shared Blood, Vampire Thrall 4  3
Level 7  +3  Strength of Blood 5  3
Level 8  +3   6  4
Level 9  +4  Shapechanger 6  4
Level 10  +4   7  5
Level 11  +4  Strength of Blood 8  5
Level 12  +4  Hypnotizing gaze 8  6
Level 13  +5   9  6
Level 14  +5  Strength of Blood 10  7
Level 15  +5  Children of the Night 10  7
Level 16  +5   11  8
Level 17  +6  Strength of Blood 11  9
Level 18  +6   12  9
Level 19  +6  Elder Vampire 12  9
Level 20  +6  Bloodline Feature 13 10

 

Jessica Deuel | Tribality

Vampire Player Race Traits

Your Vampire has the following racial traits.

Speed

Your base walking speed is 35 feet.

Superior Reflexes

  • Your base movement speed increases by 5 feet.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • While you are wearing no armor, your Armor Class equals 13 + your Dexterity modifier.
  • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • At 6th level, you gain a climb speed equal to your walking speed. You can casually walk or run across ceilings and walls.
  • At 8th level, You gain an additional 10ft of movement. You can also now use the spell "Misty Step" out of combat at will. While in combat, you can use it at the cost of 4 hit points.
  • At 10th level, Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You also get a permanent boost to your AC as long as you are using your Unarmored AC formula. This Bonus is a +1.

Frenzy

Your natural vampirism is elevated to the peak of its power as it is suffused with legendary strength. You gain the following benefits:

  • Enhanced Fangs. Your Bite now reduces the hit point maximum of the creature 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.
  • Enhanced Talons. Your Claws now deal 1d8 slashing damage and on a successful attack, you can grapple the creature as a bonus action.
  • Vampiric Resistance. You are resistant to non-magical bludgeoning, piercing and slashing damage.
  • Unnatural Regeneration. You gain 10 temporary hit points at the start of your turn if you have at least 1 hit point.
  • Enhanced Vampirism. All vampires feats you possess are enhanced, as seen in the Enhanced Vampirism Table.

Child of the Night

 Starting at 1st level, you gain the following benefits and disadvantages.

 

  • You are an undead creature. You are unaffected by anything that affects only living creatures. You don’t age, require food or water, or suffer the effects of exhaustion unless it is the result of one of your class features.
  • You have darkvision of 60ft. If you already have darkvision, instead increase it by 30ft.
  • You are resistant to necrotic damage.
  • You are vulnerable to radiant damage.
  • If you end your turn in direct sunlight and lack a protective covering(such as a cloak or other heavy clothing), you take 10 radiant damage(which may be doubled by your vulnerability to radiant damage). If you drop below 1 hit point from this damage, you are instantly destroyed and may only be restored to your former undead state with a true resurrection or wish spell. While you are in direct sunlight you have disadvantage on attack rolls and ability checks. The radiant damage only applies when in direct sunlight from the actual sun and does not apply for any other form of light even in the case of spells, abilities, or magic items that mimic the effects of the sun.
  • You may not enter a residence without an invitation from one of the occupants.
  • If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed.
  • You roll a d6 for your unarmed strikes in place of the normal damage die. Your unarmed strikes count as magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Your unarmed strikes count as light melee weapons for the purpose of two weapon fighting.
  • You automatically pass all death saving throws. You regain 1 hit point 1d4 minutes after you stabilize.

Ability Score Increase

When you determine your ability scores, increase one of those scores by 2, and increase a different one by 1. These increases can’t raise a score above 20. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. If you are replacing your race with a lineage, replace any Ability Score Increases you previously had with these.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.

Your creature type is Humanoid, as well as Construct or Undead (choose when you gain this lineage).

If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.

Size

Your size is Medium or Small (choose when you gain this lineage).

Darkvision

You can see in dim light within 100 feet of you as if it were bright light and in darkness as if it were dim light.

Deathless Nature

You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life

You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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