Conqueror of the Sun (5e Race)

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Conqueror of the Sun[edit]

Physical Description[edit]

The Sun Conquerors are physically vampires. However, it's important to know that as vampires, they can have any humanoid origin. For example, you could be an orc vampire, a halfling vampire, or even the most basic human vampire.

History[edit]

The Conquerors of the Sun have only recently appeared. They have learned a ritual to, as they say, conquer the sun. Thus, through this ritual, they acquire the ability to resist the sun and for it to no longer be fatal to them. Thus, many of them appeared as ordinary living beings. After all, no one would suspect that a vampire could survive the sun. Thus, they can once again mingle with the world without fear of the sun. However, even if they lose power to achieve such power and are therefore less powerful than a pure vampire, they are nonetheless formidable and dangerous. After all, a vampire who can roam during the day removes one of their greatest weaknesses.

how exactly they performed their ritual is unknown. After all, they rarely wish to have rivals capable of the same feats as themselves. However, some believe this ritual may have come from or been inspired by the long-lost god Amaunator.

The Conquerors of the Sun Names[edit]

Sun conquerors generally retain their mortal names and thus bear a name based on their original race or culture. Some change their names when they become full vampires, and it is common for long-lived vampires who acquire large estates to take noble titles such as earl, countess, duke, or duchess.

The Conquerors of the Sun Traits[edit]

Ability Score Increase. Your Charisma score increases by 2 and you gain one +1s in one stats of your choice
Age. Vampire's are effectively immortal and will not die or suffer any effects from old age.
Alignment. Your alignment often leans toward bad
Size. Your size is that of your original race
Speed. You have 40 feet of movement. In addition, you have the ability to walk on walls and ceilings at your movement speed.
Darkvision. You have 90 feet of darkvision.
Undead. Your creature type is undead.
Solar Vampire Body. Like vampires, you cannot be healed by potions (instead, they inflict poison damage that cannot be reduced by resistance) and you have a weakness to radiant. However, you have resistance to necrotic damage, immunity to disease and poisoned status. You also have resistance to poison.
Blood drinker. As a vampire, you can only feed on blood. Therefore, any other food consumed tastes like ash and makes you suffer the poisoned status even if you are immune. However, a simple vial of blood will serve as a ration. Drinking a vial of blood restores 1d2+1 life point. A glass of wine restores 1d4+2 life point. A pint restores 2d4+4 life point. Be careful, if you don't consume a vial for at least 1 week, you suffer 1 level of fatigue and begin to feel the urge to hunt. After 2 weeks, you have 2 levels of fatigue and must hunt until you have drained a person of their blood.
Bite. You gain a natural bite weapon. Your bite attacks deal 1d6 + attack mod. They are considered a finesse weapon. Additionally, as a free action, you can regenerate life from your bite. You regain 50% of damage to life this way (rounded down). You can regain life points in this way a number of times equal to your mastery bonus + your level. Also from a certain level, you start to recover your vampire power or at least part of it, as well, you learn to better exploit your vampire fangs, to use all their true power, your damage increases to 1d8 at level 5, 1d10 at level 11, and 2d6 at level 15. Finally, at level 18, you regain 100% of the damage dealt while alive instead of 50%. You use a bonus action to bite.
Claws. As a vampire, you possess a pair of claws. Your claws are natural weapons that you can use to make unarmed attacks. You can use your Strength or Dexterity modifier for attack and damage rolls with your claws. If you hit with them, you deal 1d4 slashing damage instead of the normal bludgeoning damage of an unarmed attack. From a certain level, you start to recover your vampire power or at least part of it, as well, you learn to better exploit your vampire claws, to use their full true power, your damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 15th level. Your claws are considered to have the light trait.
Vampiric feats. You are considered a vampire for the purposes of feats. Additionally, you can take feats from your original race as well.
Vampire Weaknesses. You suffer the penalties of the vampires found on the following pieces
Vampire Healing. The only way you can recover hit points is through your bite, your hit dice, and long rests. For more, only your GM can decide.
Vampiric aura. You are naturally able to charm or convince people. As such, you have mastered the skill of persuasion or deception.
Languages. You can speak, read, and write Common and two other language of your choice.

Vampire Weaknesses

While vampires can be incredibly powerful, their curse nevertheless presents several notable drawbacks. Whether you are a natural-born or a true vampire, you are affected by the following weakness unless otherwise noted:

Forbidden: You cannot enter a residence without the permission of one of the occupants.

Running Water: Your flesh is torn in the presence of water. You take 20 points of acid damage when you end your turn in running water. This damage cannot be reduced in any way.

Stake to the Heart: If a piercing wooden weapon pierces your heart while you are immobilized in your coffin-like structure, you will be paralyzed until the stake is removed.

Vampire Feats[edit]

Vampires possess impressive abilities, and only the oldest and most powerful vampires can fully harness them. As a vampire, you have access to the following feats. If you use the optional feat rule, you can forgo the ability score boost and choose the vampire feat of your choice.

Trait
Polymorph

Vampires are known for their ability to change shape. You gain the shapeshifter tag and, if you aren't exposed to running water, you can use your action to polymorph into a tiny bat or a medium cloud of mist for 1 minute, or back into your true form.

Bat Form: In this form, you can't speak, your walk speed is 5 feet, and your fly speed is 30 feet. Your statistics, except for your size and speed, remain unchanged. Everything you carry polymorphs with you, but nothing you carry polymorphs. You revert to your true form if you die. Mist Form: In this form, you cannot act, speak, or manipulate objects. You are weightless, your fly speed is 20 feet, you can glide, and you can enter and stop in a hostile creature's space. Additionally, while air can move through a space, mist can do so without compressing, and it cannot move through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain temporary hit points equal to twice your level, and are immune to all nonmagical damage except solar damage. Once transformed in this way, you cannot do so again until you have completed a short or long rest.

Feat
Animated Bite

You can infuse creatures you drain with your unholy life force. When you reduce a creature to 0 hit points, you can choose to animate it, causing it to awaken the following midnight under your control as a zombie. This zombie can obey your simple commands, and you can simultaneously control a number of zombies equal to your proficiency bonus using this method. If you already have your maximum number of zombies under your control, other corpses resurrected by your bite, which are not under your control, are hostile toward you and others.

At 11th level, your bite can awaken vampirespawn instead of zombies. One vampirespawn is equivalent to two zombies for simultaneous control purposes.

At 15th level, your bite becomes powerful enough to transform a person into a vampire instead of a zombie or vampirespawn. One vampire is equivalent to three zombies.

At 18th level, you can add your Charisma mod to your proficiency bonus for the total number of times you can be controlled.

Feature
Children of the Night

As an action, you can magically summon 1d4 swarms of bats or rats. Outdoors, you can summon 1d6 wolves. The summoned creatures arrive in 1d4 rounds, becoming your allies and obeying your commands. The beasts remain in place for 1 hour and can be dismissed as a bonus action. You can summon only one swarm at a time, and you can summon creatures with this feat only once per hour.

Feat
Supernatural Charm

As an action, you can target one visible humanoid within 30 feet. If the target sees you, it must succeed on a Wisdom saving throw or be charmed. The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier. The charmed target views you as a trusted friend to be welcomed and protected. Although the target is not under your direct control, it accepts your requests or actions in the most favorable manner possible and is a willing target for your Vampire Bite.

Whenever you or one of your companions harms her, she can repeat the saving throw, ending the effect on herself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you are on a different plane of existence than the target, or until you take a bonus action to end it. You can charm only one creature at a time, and you can use this trait a number of times equal to your Charisma modifier before you must take a long rest before using it again.

Feat
shapeshifter

As an action, you can change your appearance and voice. You determine the details of these changes, including your color, hair length, and gender. You can also adjust your height and weight, but not so much that your size changes. You can pass as a member of another race, but none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form with the same basic limb arrangement as yourself. Your clothing and equipment are modified by this trait. You retain your new form until you use an action to revert to your true form, fall unconscious, or die.

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