Homebrew Bound Vampire Species Details

While this race has significant drawbacks compared to a true Vampire, it offers a balanced option for players wishing to explore vampirism with some fun roleplay opportunities.

You are a Vampire whose freedom and full powers have been sealed into an Amulet of Eternal Geas. As far as anyone knows, it is unbreakable*.

You count as Undead for the purposes of spells and other effects that involve Undead, do not cast a shadow, and have no reflection.

*If you somehow become unbound, it takes 2d6 days to return to your full strength, during which time you can be re-bound and continue to have only the features listed here. Unbinding is not intended to be possible within the scope of this race: should you completely free yourself, you are no longer considered a Bound Vampire and will need to work with your DM on the outcome.

Bound Vampire Traits

While your full powers have been limited by the Amulet of Eternal Geas that binds you, it grants you the ability to function a little bit more like a normal creature of society.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma or Intelligence score increases by 2.

Age

As vampires are Undead, they do not age. This means their physical form resembles that which they had when they first became vampires. They may be wizened crones or young children.

Alignment

Vampires are generally evil and their sensibilities give them a lean towards lawful evil. However, setting-specific lore will override this.

Size

Vampires range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to hunting at 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.

Predator's Talents

You have proficiency in the Perception and Stealth skills.

Unnatural Agility

You have a climbing speed of 20 feet. In addition, your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Hemophile

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living.

You may use your fangs to make a bite attack as an action. Your fangs are considered Natural Weapons with the Finesse property, dealing 1d6 piercing damage plus necrotic damage equal to twice your level, and healing you for half the necrotic damage dealt.

You must drink at least one ration of blood (two cups) every two days or suffer a level of exhaustion.

Bound to Serve

You are charmed by any creature that wears the Amulet of Eternal Geas that binds you, and if you act in any manner directly counter to that creature's instructions you take 2d10 psychic damage, every time. This damage cannot be healed using your Regeneration feature.

If the Amulet of Eternal Geas is removed from the creature wearing it you remain bound to that creature until the Amulet is worn by a new one.

Your bond persists path death: should the creature you are bound to die, you remain bound to it and must continue to follow the instructions of its soul.

Should the creature or its soul be unable to instruct you, you are compelled to act in good faith to that creature's intentions to the best of your understanding of them.

Vampire weaknesses

As a hunter of the night, you have the following flaws:

Forbiddance. You cannot enter a residence without an invitation from one of the occupants.

Harmed by Running Water. You take 2d10 acid damage if you end your turn in running water.

Sunlight Hypersensitivity. You take 2d10 radiant damage upon exposure to direct sunlight or starting your turn in it. Additionally, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight, and any creature that must make a saving throw against one of your spells has advantage on it if you or it are in direct sunlight.

Chained to the Grave. You can only gain the benefits of a long rest in your coffin, crypt, grave site, or within 30 feet of the Amulet of Eternal Geas that binds you.

Regeneration

You regain 1d4 hit points at the start of your turn if you have no levels of exhaustion, at least 1 hit point, and aren't in direct sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn. The hit points regained increase to 2d4 at level 6, 3d4 at level 12, and 4d4 at level 18. 

Vampiric Abilities

You know the Minor Illusion cantrip. When you reach certain levels, you gain the ability to cast additional spells.You can use this feature to cast each spell once, and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for all of these spells, and they do not require verbal, somatic, or material components, but you must share eye contact with any targets involved.

3rd level: Charm Person
5th level: Hypnotic Pattern
7th level: Gaseous Form

Languages

You can speak, read, and write Common and one other language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
12/17/2018 12:57:09 PM
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12/21/2018 11:58:45 AM
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