Homebrew Aspirant Vampire Spawn Species Details
Slain and raised as undead servants, vampire spawn serve a true vampire as slaves, forced to live a life of servitude and a newfound fear of sunlight. A vampire spawn can only gain free will through the death of their master or by drinking their master's blood to become a true vampire themselves, after which they will pursue their own desires, ranging anywhere from finding a greater undead to serve, forming their own cohort of minions, or even taking up a career in adventuring.
While typically stronger and more agile than most living this comes at a great cost, ranging from a weakness to sunlight and running water to the desire of blood and the inability to enter a residence without being invited. While vampire spawn gain darker desires and personalities after becoming undead, especially becoming more prideful, some are able to retain their personalities from life and restrain themselves enough to interact with the living, with neutral or even good-aligned vampire spawn not being unheard of.
Aspirant Vampire Spawn Traits
You do be undead nowAge
As an undead you do not age.
Alignment
While vampires gain and often give in to more evil desires, some are able to retain their original alignments.
Size
Vampires stand at the same height as they did in life. Your size is Small or Medium.
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.
Vampiric Nature
As a vampire you have the following game statistics:
- Your creature type is Undead, rather than Humanoid
- You have resistance to necrotic damage
- You do not need to breathe.
- You must finish a long rest sleeping beneath the dirt of your burial site or from the site at which you died. You can either sleep within a coffin filled with such dirt or by covering yourself in such dirt while you sleep. For every 24 hours you do not rest this way you gain a level of exhaustion.
- Every seven days you must feed on the blood of a living creature. When you deal damage with your fang attack you fulfill this requirement. After seven days of not feeding you gain a level of exhaustion, after which you gain another level of exhaustion for every additional day you do not feed.
Vampiric Weaknesses
As a creature of the night, you have the following weaknesses:
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. You take acid damage equal to double your level when you end your turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while your are incapacitated in your resting place you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take radiant damage equal to double your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
Speed
Your base walking speed is 30 feet.
Dakvision
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
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Natural Weapons
Your claws and fangs each count as a natural weapon, which both count as simple melee weapons with which you are proficient. You can add your Dexterity modifier to the attack and damage rolls for either weapon, rather than Strength.
Your claws deal 1d6 slashing damage on a hit, and instead of dealing damage you can choose to grapple the target. Your fangs deal 1d6 piercing damage on a hit, and when you hit with your fangs you may choose to deal an additional amount of necrotic damage equal to double your proficiency bonus, and you heal for the necrotic damage dealt. Once you deal this additional damage you cannot do so again until you finish a short or long rest.
Regeneration
As an action you can expend a hit dice to heal yourself. Roll the dice, then add your Constitution modifier and your proficiency bonus to the roll. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature after finishing a long rest.
Vampiric Feats
When you gain an Ability Score Improvement for your class you may instead choose to gain a racial feat, either enhancing your current vampiric powers or giving you new abilities similar to that of a true vampire. You can choose from the following options:
Children of the Night
You have formed a magical bond with fellow creatures of the night, now having them answer your call in time of need.
- Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
- As an action you can magically call forth a number of swarms of rats or swarms of bats equal to your proficiency bonus. While outdoors, you can call a number of wolves equal to double your proficiency bonus instead. The called creatures arrived at the end of the current round, acting as allies under your control and obeying your spoken commands. In combat, the creatures share your initiative count, but they takes their turns immediately after yours. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action, after which they scurry off.
Greater Regeneration
Your accelerated healing has become even more potent, granting you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20
- When you use your 'Regeneration' feature you instead calculate it as a roll of double your hit dice, adding your Constitution modifier and your proficiency bonus. In addition, you can treat a roll of 1 on your hit dice as a 2.
Shapechanger
You have become capable of shapechanging into a limited number of forms, granting you the following benefits:
- One ability score of your choice increases by 1, to a maximum of 20
- While you are not in sunlight or in running water, you can polymorph yourself into a Tiny bat or a Medium cloud of mist. The new form lasts for 1 hour, until you die, or until you end it as an action. You can transform this way a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
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 (other than the one to transform back to your original form), 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.
Vampiric Resilience
You have become more resistant to mundane weaponry, giving you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus
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