Vampire, Variant (5e Race)

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Vampire[edit]

Physical Description[edit]

History[edit]

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

Society[edit]

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.
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.
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 week plus a number of days equal to his or her Constitution modifier. At the end of each day 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. (Can not drink own blood)
Regeneration. You regain 1 + your Constitution modifier hit points at the start of your turn if you have at least 1 hit point. Twelve seconds must to pass before you regain hit points via this trait again. If you take radiant damage or damage from Holy Water, this trait doesn't function at the start of the your next turn.
Bite. As an action, you can bite a willing creature, or a creature that is Grappled , Incapacitated, or Restrained by you. 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 Spawn (changing their race to this one and replacing previous traits from race), and the raised vampire regards you as a friendly acquaintance and is controlled by the DM.
Spider Climb. A Vampire can climb difficult surfaces, including upside down on ceilings. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. without needing to make an ability check.
Vampire Weaknesses. You have disadvantage on all ability checks and ranged attacks while in direct sunlight. 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 20 acid damage at the start of your turn while in running water.
Shapeshifting. If you aren't in sunlight or running water,you can use your action to Polymorph into a Tiny bat, a Medium cloud of mist, a medium Wolf or back into its true form.

While in bat form, you can't speak, your walking speed is 5 feet, and you gain a flying speed of 30 feet. Its stats (other than its size and speed) are unchanged. Anything you are wearing transforms with you, but nothing you are carrying (contents of worn things are still transformed). You reverts to your true form if you drop to zero hit points.

While in mist form, you can't take any actions, speak, or manipulate Objects. You is 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, you can do so without squeezing, but you can't pass through water. You has advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all non-magical damage. Anything you is wearing transforms with you, but nothing you are carrying (contents of worn things are still transformed). You reverts to your true form if you drop to zero hit points.

While in wolf form, you can't speak, your walk speed is 40 feet, and gain a bite attack that deals 1d6 + Strength modifier piercing damage (can apply normal bite effects with a bonus action). Your stats (other than its size and speed) are unchanged. Anything you are wearing transforms with you, but nothing you are carrying (contents of worn things are still transformed). You reverts to your true form if you drop to zero hit points.
Charming. You can cast Charm Person 1 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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