Vampire, Variant (5e Race)

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Physical Description[edit]


A long time ago, a deal was made with devils to impart immortality upon man. The result? Vampires.


Vampires tend to view themselves as better than other races. Vampires are likely to live in areas that will have less sunlight, such as places that are commonly more cloudy than others. High ranking vampires will normally live in mansions with at least once vampire spawn serving them and some "blood cattle" (typically humans). Vampires are very charismatic and look very similar to the race they were before becoming a vampire so they can relatively easily blend in normal society.

Vampire Names[edit]

Same as race before being turned into a vampire.

Vampire Traits[edit]

A vampire race based off of a mix of lore (mostly from around time of Dracula) and D&D balancing.
Ability Score Increase. +2 to charisma and +1 to either Strength, Dexterity, or Constitution.
Age. Reaches maturity at the age of the race you became a vampire from and ceases to age. After a week without drinking blood, you appear to age 5 years every day. Once you drink more blood, this effect is reversed.
Alignment. Almost always evil, sometimes neutral, rarely good.
Size. Same as race you became a vampire from.
Speed. Your base walking speed is 30 feet.
Improved Darkvision. 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. With the exception that it extends to 120 feet
Vampire. You are undead, gaining resistance to necrotic damage. You also do not normally eat or drink, but instead drink blood. A vampire can go without blood for a number of weeks equal to 1 + his or her Constitution modifier (minimum 1). At the end of each week beyond that limit, the character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
Regeneration. Each turn you regain 3 hit points. This includes while you are unconscious or making death saving throws. You regain consciousness at 1 hp if you were below 0 hp. If the Vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn.
Bite. You can bite a creature that is a willing creature, or a creature that is Grappled , Incapacitated, or Restrained by the vampire. Your bite does 1d6 + Charisma modifier necrotic damage and you regain the hp equal to the amount of damage that is dealt this way. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire (changing their race to this one and replacing previous traits from race), and the raised vampire regards you as a friendly acquaintance.
Spider Climb. The Vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Keen Smell. A vampire can smell things even when they cannot see them. You have advantage on Wisdom (Perception) checks that rely on smell.
Vampire Weaknesses. You have disadvantage on all ability checks and ranged attacks while in direct sunlight, but not on melee attacks. Also, your regeneration does not work in sunlight. You can’t enter a house without an invitation from one of the occupants. If a wooden stake is driven through your heart you are paralyzed until it is removed. You take 2d12 acid damage at the start of your turn while in running water.
Charming. You can cast Charm Person three times using this trait. You regain all expended uses of this trait when you complete a long rest. Charisma is your spellcasting ability for this spell.
Languages. Same as race before becoming a vampire
Subrace. Choose a race to have the same size, languages, and appearances of, but none of the traits of that race.

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