Homebrew Ancient Pureblood Vampire Species Details

 

 

Ancient Vampire Traits

Vampires hold immense power.

Ability Score

Vampires are incredibly charming and stealthy. Your charisma increases by 2 and your dexterity increases by 2. 

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 40 feet. As a vampire you are not able to swim and can not gain any boosts to do with swimming.

Languages

You can speak, read, and write Common, a language of your choice, and Vampiric. Vampiric is a series of guttural hisses that vampires and their spawn use to intimidate and communicate.

Undead

Vampires are considered Undead, and not humanoid. This means that spells that affect humanoids don’t affect them, and that they don’t need to eat, sleep or breathe to continue existing. Necrotic damage and poison damage don’t affect you, however radiant damage is doubled against you.

Alignment: 

Vampires are few, and have very different personalities depending on their family traditions.

 

Ancient Pureblood Vampire Traits

You were born ages ago, life times ago. You lived your life normally, until one fateful day, when you were bitten by a vampire. You now share their curse. You have lived longer than any mortal should, watched as empires rose and fell. You stood there watching, as anyone, everyone you ever cared for died of old age, while you are untouched by age. You are a constant threat wherever you go, a wolf amongst sheep.

Vampiric Ancestry

You have immunity to charms and sleeping spells

Vampiric Charm

The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. This can be used once per day.

Vampiric mist

You have the innate ability to cast Misty Step at will. 

Vampiric Mantle

As an ancient blood vampire,  when in the shadows, your enemies struggle to see you, you have proficiency in stealth.

Darkvision

Thanks to your vampire blood, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you, and in darkness as the same. You also have advantage on perception when in darkness or dim light. 

Shape changer

  • Bat form: 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.
  • Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and 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, the mist can do so without squeezing, and it can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight.

Once you transform this way you cannot do so again until you complete a short or long rest.

Vampiric levitation

At all times you are capable of floating about 2-3 inches off the ground. anything Above this can only be sustained for 10 minutes. Equal to walking speed 

Spider Climb

Your movement speed is unhindered by walls or ceilings. 

 

Minor Regeneration

The half-vampire regains hit points equal to half it's level rounded down plus it's CHA modifier (minimum of 1) at the start of its turn if it has at least 1 hit point.

Blood Weapon

You create a weapon made of your pristine blood. It appears to glow a bright red that pulsates with your heartbeat. 

Fangs of the Vampire

As a bonus action on your turn, you may make a bite attack, dealing 2d4 piercing damage on a hit, plus necrotic damage equal to your proficiency bonus. Also on a hit, you gain hit points, (or temporary hit points) equal to the necrotic damage dealt. 

Summon Swarm

As an action, you may magically call 1d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 1d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.

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.
Silver Intolerance-  A Piercing wound caused by a silver object that remains stuck in the wound causes the (Poisoned) condition until the object is removed.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2021 10:44:37 PM
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