Vampire Variant Rules (DnD Variant Rule)/Half-Vampire Traits

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Half-Vampire Traits[edit]

At 1 HD:

  • +2 Strength, -2 Constitution, +2 Charisma
  • Medium Humanoid: Half-Vampire retain humanoid type since they are not undead.
  • +2 Natural Armor
  • darkvision out to 60 feet
  • low-light vision.
  • + 2 to Saving Throw vs all mind-affecting effects (charms, compulsions, phantasms, patterns, poison, sleep effects, paralysis, stunning, disease, and death effects.
  • 25% Fortification vs Critical Hit (and Sneak Attack).
  • Natural Attack: Bite 1d4
  • LA: +2

At 4HDs:

  • +1 Intelligence
  • Damage Reduction 5/Silver or magic

At 6 HDs:

  • + 4 to Saving Throw vs all mind-affecting effects (charms, compulsions, phantasms, patterns, poison, sleep effects, paralysis, stunning, disease, and death effects.
  • 50% Fortification vs Critical Hit (and sneak attack)
  • Natural Armor Increase to 3

At 8 HD:

  • + 1 Strength
  • Natural Attack: Bite 1d6
  • Damage Reduction 10/Silver or magic

At 10 HD:

  • +1 Charisma
  • Natural Armor Increase to 4

At 12 HD:

  • Damage Reduction 15/Silver or magic

Weakness:

  • Sun Intolerance: Take a -4 penalty on everything while exposed to sunlight.
  • Garlic Nausea: Become Nauseous if garlic is within 10 ft. of the half-vampire. Fortitude Save (DC 15+1 per oz. of Garlic present) negate. Remain nauseous as long as the garlic is within 10 ft.
  • Wooden Stake overcome natural armor and damage reduction.
  • Holy water is treated as acid.
  • Shaken when in or near holy places (such as the temple of a good aligned deity).
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