Vampire (5e Race)

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True Vampire

“I hear he’s as dead inside as out” / “Don’t look at him, he’ll seize your mind” / “He’s probably come looking for another meal” -Whispers heard near a vampire

Physical Description

Most vampires are pale due to their avoidance of the sun. Almost all carry a parasol when out during the day. Their features tend to be gaunt, as they grow in power, their eyes can be seen to develop a noticeable reddish glow, with sunken features in their face, but not in a way that makes them unattractive, in fact vampires are known to attract others with their charismatic ways and good looks. They have large fangs that can be retracted to be quite unnoticeable.

A Deal Or A Curse

Vampires are not born. They can be any medium sized, non-construct, humanoid race which leaves a corpse upon death that can be resurrected as an undead. Vampires are usually the result of deals gone wrong. The most typical cause of vampirism is a pact signed with a demon in which the mortal requests everlasting life. Those of good nature generally find vampirism to be a curse, ashamed to feast on others to survive, but many individuals of evil nature go seeking demons hoping to receive vampirism. Curses cast by powerful witches or gods can also cause vampirism. It is a common misconception that being bit by a vampire can turn you into one. Being bit by a vampire turns you into a vampire spawn, and drinking the blood of a vampire when you are a vampire spawn then turns you into a vampire.

Society And Its Complexities

Vampires have a hard time fitting into society while simultaneously thriving within it. Most villagers fear vampires and will refuse them services, casting them away. However, when a vampire can find a place of acceptance, usually a tavern (although they rarely drink), vampires can be seen as a popular sort. Their extreme rarity makes their own lives a conversation topic. They're very charismatic and often have no issue finding love, although vampires tend to stay away from love as any mortal will pass away before the vampire themselves die.

Vampire Names

Vampires usually retain the names of their mortal lives. However, long lived vampires who have obtained grand estates may take on titles of nobility such as Count, Countess, Duke, or Duchess.

Vampire Traits

Some vampires are different than others, depending on the deal or curse. However, all generally have the following traits.
Ability Score Increase. Your Charisma and Dexterity scores both increase by 2.
Age. Vampires are immortal and can be any age. Vampires retain the physical appearance of the age of which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.
Alignment. Young vampires may keep to the alignment they had in life, however older vampires tend to be some flavor of lawful, usually following to some code out of necessity of their survival. Many vampires are evil, but some are able to maintain their inner humanity and remain good or neutral.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Undead. You are considered undead. You still need to eat and sleep.
Vampire. You start the game with a coffinic structure and you know one Vampire Feat.
Weak Telepathy. You know the cantrip message.
Languages. You can speak, read, and write Common, as well as one extra language of your choice.

Unholy Body

Dark magic runs your life force, therefore you become immune to necrotic damage and instead gain health equal to the damage taken. You are vulnerable to radiant and fire damage.

Health potions and healing do not have a healing effect on you. Instead they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, or be the target of a spell meant to deal necrotic damage.

Vampire Bite

Vampires develop a ferocious bite after turning. As an action, you can make a melee attack on a target with your fangs adding your proficiency and dexterity modifier. On a hit, the target takes 1d6 plus your dexterity modifier of piercing damage. This damage is increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). But, if the vampire wants to, it can choose to not deal damage.

If the target is an organic humanoid or a beast, and the target is paralyzed, charmed, incapacitated, restrained, or grappled, you may use your bonus action to drink their blood dealing 1d8 plus your constitution modifier of necrotic damage. This damage is increased by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). This is equal to consuming a ration. If the target is humanoid, you gain health equal to half the damage dealt rounded down.

Blood Drinker

While you can sustain yourself in the short term with normal food rations, you must drink blood in order to sustain your unholy existence. If you do not drink at least one ration of blood every seven days, you suffer one level of exhaustion which can only be negated by drinking blood. The blood you drink can be humanoid or beast.

At the sixth level of exhaustion, instead of suffering death, you become permanently incapacitated and immobile until someone force feeds you blood. After consuming one ration of humanoid blood, or four rations of beast blood, you recover one level of exhaustion.

You can drink blood from a fresh corpse which has been dead no longer than 10 minutes, however you only gain hit points if the target is alive. Alternatively, you can collect one ration of blood from a living target or fresh corpse in a vial, which keeps for 10 days.

Misty Escape

When you drop to 0 hit points outside of your coffinic structure, you transform into a cloud of mist instead of falling unconscious, provided there isn’t sunlight or running water. If you can't transform, you are destroyed.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has 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. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

While you have 0 hit points in mist form, you can't revert to your vampire form. If you cannot get to your coffinic structure within 2 hours, or before sunrise, you teleport to it and suffer six levels of exhaustion and are destroyed.

A coffinic structure is made from the wood of your original coffin, is large enough to encase your body in, and must have an opening to allow mist to enter and exit.

Vampire Weaknesses

Though vampires can be incredibly strong, a curse still comes with a list of drawbacks.

Sunlight Hypersensitivity

Vampires burn in the sun and usually become nocturnal as a result. Vampires need to find some way to shield themselves from sunlight out of necessity. If you start your turn in direct sunlight, you take 3d6 radiant damage (before vulnerability). You also have disadvantage on any attack rolls and ability checks when in direct sunlight.

Stake to the Heart

If a piercing weapon made of wood is driven into your heart while incapacitated in your coffinic structure, you become paralyzed until the stake is removed.

Running Water

Vampires flesh is torn apart in the presence of water, vampires take acid damage equal to two times their level if they end their turn in running water. This damage may not be reduced in way.

Vampire Feats

Vampires have some impressive abilities. Only the truly ancient and strong vampires know them all. Here are a list of feats that vampires have access to. You start with one vampire feat, and you can choose to obtain another vampire feat instead of an ability score increase when leveling.

Superior Body (Feat)

You can use your vampire reflexes to dodge attacks. While you are wearing no armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Your base movement speed increases by 10 feet.

Your climbing speed is equal to your movement speed, and you also have the spider climb ability, which allows you to climb difficult surfaces, including upside down, without needing to make an ability check. You can also avoid fall damage of up to 60 feet.

Shapechanger (Feat)

If you aren't in sunlight or running water, you can use your action to polymorph into a bat(MM p. 318), or starting 11th level, a giant bat(MM p. 323). You can also turn into a medium cloud of mist, or back into your true form at will.

You cannot talk or cast spells while in bat form, however you can still use your vampire bite ability. All of your stats remain the same except for speed and flying speed. A tiny bat has a base speed of 5 ft. and flying speed of 30 ft. A giant bat has a base speed of 10 ft. and flying speed of 60 ft.

You can also transform into mist form as an action or transform back to your humanoid form at the end of your turn if you wish. While in this form you have the same properties outlined in the misty escape ability.

Animating Bite (Feat)

Your fangs produce an animating non-toxic venom that animates corpses. If a humanoid dies after it has been bitten, it will rise on midnight as a zombie and will take simple commands from you. You may have up to four zombies under your control through this method at a time, and you can choose which corpses fall under your control. Other corpses which rise that are not under your control are hostile towards you and others.

At 18th level, your bite may raise vampire spawns instead of zombies. You may have up to two vampire spawns under your control through this method at any time.

Children of the Night (Feat)

As an action, you may magically call 2 (1d4) swarms of bats(MM p. 337) or rats(MM p. 339), provided the sun isn't up. While outdoors, you can call 3 (1d6) wolves(MM p. 341) 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.

Unnatural Charm (Feat)

As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw against 8 + your proficiency level + your Charisma modifier, or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.

Each time you or one of your 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 for 24 hours, until you are destroyed, until you on a different plane of existence than the target, or if you take a bonus action to end the effect.

Dark Magic (Feat)

You gain the chill touch cantrip and 2 other cantrips from the warlock spell list or the socerer spell list at will, your spellcasting ability is Charisma.

If spells need any material components, you can cast the spells without their components.

Vampire Campaign Items

Vampires have some special needs when it comes to their wellbeing. In order to remain mobile with a party, it may be necessary to transport their coffinic structure in a cart, wagon, or carriage in case of accidental death on the battle field. However, there are some items that a vampire may want that a Dungeon Master should consider adding.

Item Cost Weight
Dark Cloak 15 gp 2,5 lb.
Face Mask 10 gp 1 lb.
Parasol 15 gp 2 lb.
Daylight Ring 30,000 gp _
Ring of Shadows 25,000 gp _
Crypt Ring 10,000 gp _
Ring of Buoyancy 5,000 gp _

Dark Cloak

Used to prevent radiant damage and disadvantage on any attack rolls and ability checks when in direct sunlight for up to 1 hour every day. This cloak allows no sunlight to pass through it, but if you use it with heavy or medium armor, you have disadvantage on Dexterity saving throws and Acrobatics checks.

Face Mask

Used to prevent disadvantage on any attack rolls and ability checks when in direct sunlight. The mask can look like any type of face mask, or cloth covering the face, with tinted glass where the eyes are. The tinted glass can be in the form of sunglasses or a visor, and can be removed independently of the cloth portion itself. When worn, the vampire cannot use their bite attack, and they have disadvantage on all Charisma based skill checks.

If a vampire also has the Unnatural Charm feat, it cannot be used until the tinted glass portion covering the eyes is removed.

Parasol

Used to prevent radiant damage when in direct sunlight. A parasol is like a one handed weapon which deals no damage and must be equipped with the main hand. You can wield a parasol in your off-hand with a weapon if you have a feat, like Duel Wielding, or ability which allows you to do so. You are able to weild a shield with your parasol.

Daylight Ring

An very rare item which requires attunement. A daylight ring will let a vampire walk in the sun, at will, without taking radiant damage. The enchantment does not affect a vampire's mist form or bat form. If a vampire's HP drops to 0 in sunlight with this ring on, the vampire is still destroyed.

Ring of Shadows

An very rare item which requires attunement. If your HP drops to 0 in direct sunlight, a darkness spell is activated around yourself for 2 hours. This will allow the vampire to revert into mist form in daylight and teleport to their coffinic structure after 2 hours suffering six levels of exhaustion and are destroyed.

Crypt Ring

A rare item which requires attunement. This ring is imbued with dark necrotic energy which can temporarily sustain your life in dire circumstances. While wearing this ring as a vampire, if your HP drops to 0, instead of reverting to mist form, you drop unconscious and make death saving throws. If you succeed your death saving throws, you become stabilized and regain your normal hp after completing a long or short rest. If you fail your death saving throws, you then revert to mist form as normal if you are able to do so, descripted the Misty Escape ability.

Ring of Buoyancy

The enchantment on this rare ring is designed to prevent a vampire from being vanquished in running water. This enchantment does not prevent the acid damage effect of being in running water, but it will allow your body to rise to the top of the water and escape into mist form if you are not being grappled. If you are being grappled, you get advantage on any saving throws that are causing you to be grappled under water.

Random Height and Weight

Table: Vampire Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5 ft ′ 0″ + 1d12 in 90 lb. × 2d6 lb.

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