Homebrew Balanced Vampire Species Details

Polymorph

Three times per long you can polymorph into your bat form. In this form you can not hold weapons or do anything a bat can't. you may still cast spells. This affect lasts 10 minutes.

Darkvision

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

Harmed by Running Water. You take 1d8 + (your level) acid 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 and are not concealed by a shroud or cloak. 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 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.

Vampiric Suspicion

Some people may be able to tell that you are a vampire. Due to your unique pigmentation, some experts or people who have seen vampires in the past can make an Insight check against your charisma score to discern that you are a vampire.

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 requirement.

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.

 

Balanced Vampire Traits

Skin is smooth and eyes are piercing.

Languages

You can speak, read, and write Common as well as another language you spoke during your life.

Vampiric Resistance

You have resistance to necrotic damage.

Age

As a vampire, you are an immortal being. Your immortality does come at a cost though. This cost is expanded upon in the feature above, 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.

Ability Score Increase

You receive an increase in either  your Strength or Dexterity score. You also receive an increase in your Charisma Score.

Speed

Your base walking speed is 30 feet.

Vampire Cunning

You're vampire blood grants you the ability to cast Charm Person two times per long rest and Hold Person once per long rest.

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.

Bump in the Night

You have proficiency in the Stealth skill.

Previous Versions

Name Date Modified Views Adds Version Actions
1/11/2022 5:48:09 PM
54
14
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