Homebrew Aasimar/Elf Hybrid Vampire (Liz) 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. Elves are a race of pure magic, possessing otherworldly grace and beauty. Even the most beautiful human pales in comparison to the ugliest of elves. In many ways, undeath has enhanced this already otherworldly beauty, but in a haunted twisted, and warped way. A vampire's voice develops a soothing seductive enticing undertone. Their looks radiate a harmless friendly aura. Their natural smell is unknown, as it changes to whatever is most appealing to their victim. A vampire is nature's ultimate hunter.

 

Nightly Wanderers

While vampires are far from the evilest of creatures, they typically prefer to keep a low profile. A vampire inevitably draws the attention of lawful and good creatures, as well as bounty hunters and dark marketers when their identities are revealed, all of whom would be eager to strike down or sell the agents of darkness if they had the chance.

When traveling, vampires prefer hoods, closed helms, and other gear that allows them to conceal their identities as well as keep out the sun's harmful rays. Some vampires nevertheless have no compunction about striking openly at evil or helping the common folk under the cover of night.

 

Vampire Names

Most vampires are born from other races, and they use the same naming conventions as their native culture. After they are turned, however, they may choose to give themselves a different name 

 

Aasimar/Elf Hybrid Vampire (Liz) Traits

Your vampiric character has the following racial traits.

Ability Score Increase

Your Dexterity and Charisma scores increase by 2. One other ability score of your choice increases by 1.

Ageless Body

As a vampire you do not age, can not be aged through any means (magical or normal), you have no need to eat, sleep, or drink. You do need to drink blood from a mortal every 72 hours or you will begin to suffer from one level of exhaustion every subsequent day.

Alignment

Cursed with evil and unforgivable power, most vampires surrender to their bloodlust and become evil. Very few are able to stave off their instinct and stay good or neutral.

Size

Vampires have the same range of height and weight as humans.

Speed

Due to your enhanced abilities, your base walking speed is 45 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.

Sanguine Exchange

Offer a willing creature a drop of your blood.

Lose health equal to your level + Constitution modifer, while the targeted creature is healed by that amount.

Celestial Legacy

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

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

Neither spell uses a spell slot. Both spells can be used once per short rest.

Languages

You can speak, read, and write Common, Elvish, Undercommon, and Celestial.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Proficiency

You gain proficiency in two skills of your choice.

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 2d8 necrotic damage. 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 points to 0. If the creature that dies was a willing creature, your alignment automatically changes to an evil alignment if it is not already.

Shroud of Night

Starting at 3rd level, you can use your action to unleash the dark energy within yourself, causing your eyes to turn into pools of darkness and two ghostly bat wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

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

Sunlight Hypersensitivity

The vampire takes 20 points of damage when it starts and/or ends its turn in direct sunlight. While in sunlight, it has disadvantages on attack rolls and Ability Checks. This damage cannot be reduced in any way once taken.

Being under the cover of shadows, darkening spells, or fully covered by a cloak cancels this effect.

Forbiddance

The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water

The vampire takes 20 acid damage if it ends its turn in running water.

Spider Climb

The vampire has advantage on ability checks to climb difficult surfaces, including upside down on ceilings. Climbing speed is equal to walking speed.

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