Homebrew Aasimar Vampire Species Details

"I begged the Guildpact for an army, a way to end the maddening horrific experiments in Dhul-Volantianol. They paid no mind, and now look at where we stand; a being of light corrupted as a vampire, a Nephilim. I peered into their eyes you know, two endless dark vacuums with small silver lights at its core, like stars on a dark sky, ethereal blue wings light lightning, that drew an aura of void about them, and a voice... a voice of rage and pain as they cried into a forsaking sky, and promising retribution. 

Ikhros Volantianov lost a garrison of vampires that day, but we lost one of the Aasimar. Should you ever find one, run, for standing in the way of such a being and its target, just makes you the warm up."

 

— Aaros, Warden of the Frontier

 

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

 

Hidden Wanderers

While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.

When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

 

Aasimar Vampire Traits

Start with 1 Charisma Start with 1 in either Strength or Dexterity. Start with 1 in either Constitution, Wisdom, or Intelligence.

Ability Score Increase

Your Charisma score increases by 1.

Your Strength score increases by 1.

Your Wisdom score increases by 1.

Age

Aasimar mature at the same rate as humans, but they can live up to 1200 Years, depending on when the curse took place.

Alignment

Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size

Aasimar have an average of 6ft but can grow anywhere from 5,5ft to 8ft.

Speed

Your base walking speed is 30 feet.

Darkvision

Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Celestial Legacy

You know the light cantrip. Charisma is your spellcasting ability for it.

You know the lesser restoration spell. Charisma is your spellcasting ability for it.

You know the daylight spell. Charisma is your spellcasting ability for it.

Languages

You can speak, read, and write Common, Vampire and Celestial.

Sanguine Exchange

Offer target willing creature a drop of your blood.

Lose health equal to your level, target creature in engaged range is healed by that amount.

Blood Thirst

You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained.

Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 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.

Shroud of Balance

Once you use this trait, you can’t use it again until you finish a long rest.

Combining the use of both your vampire and ethereal powers, you manifest your spectral wings, allowing you to fly with a speed of 30 feet.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up), While creatures in the dim light field must succeed in a Charisma check (DC8+profieciency bonus) or become frightened of you until the end of your next turn.

User may as an action, suffer 20% of available HP (rounded down) to use "Quo Vadis"

Quo Vadis: Lunge at any visible creature with an attack, dealing extra radiant damage equal to user's level to both user and target. Damage dealt this way may not cause user's HP to fall bellow 1.

 

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