Homebrew Elder Vampire Species Details
The remnants of a bygone age, lurking in the dark recesses of the world, These Elder Vampires are different from the more commonly seen vampires in that they are not resurrected corpses, but are instead born already walking the line between life and death. They are a true race of undead almost as old as death itself. They are proud and haughty, not acknowledging the sovereignty of shorter lived races, instead being guided by personal principles and the rules set by their society since time immemorial.
As a vampire you have the following flaws:
Forbiddance - As a vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water - As a vampire you take 2d10 acid damage if you end your turn in running water.
Stake to the Heart - If a piercing weapon made of wood is driven into the vampire's heart, the damage dealt is always considered a critical roll.
Sunlight Hypersensitivity - While in sunlight, it has disadvantage on attack rolls and ability checks.
Elder Vampire Traits
As an Elder Vampire you gain the following benefits and weaknesses:Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase two other different scores by 1.
Size
Humanoid in size Between 5 Feet and 6 Feet 6 inches. Your size is medium.
Age
Elder vampires have no age limit, and are multiple millennia old.
Speed
You have a movement speed of 35 foot. As a vampire you are not able to swim and can not gain any boosts to do with swimming.
Languages
Your character can speak, read, and write Common and two other languages and one exotic 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 Mantle
As an ancient blood vampire you have immunity to necrotic damage but are vulnerable to radiant damage. When in the shadows, your enemies struggle to see you, you have proficiency in stealth.
Spider Climb
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Elder Bite
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
- You gain a non saving throw proficiency that you don't already have but your target does; you keep this proficiency until you use this ability again or you take a long rest.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sleepless Life
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.
Bloodline Specialisation
Pick from one of theses options:
Vampiric Charm
You can target one creature that you can see, and that can see you, within 30 feet. The target must make a Wisdom Saving Throw (DC 8+Prof+CHA) or be considered charmed for 1 hour. This can be used equal to your proficiency bonus per long rest.
Vampiric Mist
You have the innate blood ability to cast misty step at will. This can be used equal to your proficiency bonus per long rest.
Vampiric Sight
You have darkvision up to 120 feet, you also have an advantage on perception when in darkness or dim light.
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