Homebrew Custom Vampire Species Details

Vampire Traits

Your unholy nature manifests itself as such.

Ability Score Increase

Your Strength score or Dexterity Score increases by 2. Your Constitution score increases by 1.

Age

As a vampire, you are an immortal being. Your immortality does come at a cost though. This cost will be expanded upon in the feature below, Immortality from Death.

Alignment

Most vampires retain their alignment they had in life however, new darker desires can manifest leaning the vampire towards an evil alignment.

Size

Vampires stand at the same height as they did in life. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

Accustomed as a creature of the night, you have superior vision in dark and dim conditions. 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.

Regeneration

Due to your Vampiric nature, you have an unnatural ability to heal wounds and injuries quickly. On your turn, you may use your action to expend a number of hit die equal to your Constitution modifier without taking a short rest. Once you use this ability you cannot use it again before taking a long rest.

Bump in the Night

You have proficiency in the stealth & deception skill.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses

Forbiddance. You can't enter a residence without an invitation from one of the occupants. A sign on the outside of a building saying something like "open for business" will also allow you to enter.

Harmed by Running Water. You take 1d8 + (your level) acid damage when your turn ends in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while resting, you are paralyzed until the stake is removed.

Sunlight Hypersensitivity. You take 1d8 + (your level) radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Unarmed Strike

Using your elongated nails gained after your transformation as a vampire, you may make unarmed strikes with them. You deal 1d6 + your Dexterity or strength modifier + your proficiency bonus slashing damage. Instead of dealing damage, you can grapple the target. The DC for this saving throw if you elect to grapple the target is 8 + your Strength modifier + your proficiency bonus

Bite

You may bite one willing creature or a creature that is grappled by you, incapacitated, or restrained. If you bite the creature, they take 2d6 necrotic damage in addition to the normal piercing damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and the vampire regains hit points equal to that amount. The reduction last until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Shapechanger

If the vampire isn't in sun light or running water, it can use its action equal to its proficiency bonus to Polymorph into a Tiny bat or a Medium cloud of mist.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has 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, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Feeding

You can drain blood and life energy from a willing creature, or one that is grappled, incapacitated, or restrained. Once per day as a bonus action you can make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d10 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. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level

When you drain blood you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on attack rolls and saving throws for 1 hour. This feeding counts as a ration for the week

Vampiric Resistance

You have resistance to Necrotic damage

Immortality from Death

Due to your curse (or gift), you are immortal. You do not age and cannot succumb to death from old age. You can still be killed by normal circumstances. However, to maintain your immortality you must fulfill one distinct requirements.

In your immortality you have gained an unyielding thirst. At least once a week you must consume the blood of a living creature. After 7 days of not consuming a living creatures blood, you gain 1 level of exhaustion. Everyday you do not consume a living creatures blood after the seventh, you will gain another level of exhaustion until you eventually perish.

Languages

You can speak, read, and write Common as well as two other language you knew in life.

Custom Vampire Traits

Vampirism

Regeneration

Due to your Vampiric nature, you have an unnatural ability to heal wounds and injuries quickly. On your turn, you may use your action to expend a number of hit die equal to your Constitution modifier without taking a short rest. Once you use this ability you cannot use it again before taking a long rest.

Bump in the Night

You have proficiency in the Stealth & Deception skill

Vampire Weaknesses

Vampire Weaknesses

Forbiddance. You can't enter a residence without an invitation from one of the occupants. A sign on the outside of a building saying something like "open for business" will also allow you to enter a building.

Harmed by Running Water. You take 1d8 + (your level) acid damage when your turn ends in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while resting, you are paralyzed until the stake is removed.

Sunlight Hypersensitivity. You take 1d8 + (your level) radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Shapeshifter

Shapechanger

If the vampire isn't in sun light or running water, it can use its action equal to its proficiency bonus to Polymorph into a Tiny bat or a Medium cloud of mist.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any Actions, speak, or manipulate Objects. It is weightless, has 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, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Feeding

Feeding

You can drain blood and life energy from a willing creature, or one that is grappled, incapacitated, or restrained. Once per day as a bonus action you can make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d10 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. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level

When you drain blood you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on attack rolls and saving throws for 1 hour. This feeding counts as a ration for the week

Vampiric Resistance

You have resistance to Necrotic damage.

Immortality from death

Immortality from Death

Due to your curse (or gift), you are immortal. You do not age and cannot succumb to death from old age. You can still be killed by normal circumstances. However, to maintain your immortality you must fulfill one distinct requirements.

In your immortality you have gained an unyielding thirst. At least once a week you must consume the blood of a living creature. After 7 days of not consuming a living creatures blood, you gain 1 level of exhaustion. Everyday you do not consume a living creatures blood after the seventh, you will gain another level of exhaustion until you eventually perish.

Size

Medium 

Speed

Speed is 35 feet

Darkvision

Accustomed as a creature of the night, you have superior vision in dark and dim conditions. 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

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