Hellsing Vampire (5e Race)
Hellsing Vampire[edit]
Every time I die, this is the vision that greets my eyes. And every time I think, 'How lovely that sunlight which I forsook so many centuries ago... —Alucard
Physical Description[edit]
Vampires for the most part maintain their original appearance, however a few differences are notable, mainly being: their teeth sharpening into fangs, their skin lightening in tone, and when a Vampire Spawn rages their irises change to be red, and True Vampire's irises change to red permanently.
History[edit]
Vampirism: It is essential to recognize that vampirism isn't lycanthropy, that vampirism isn't a curse, disease or condition. When you fall prey to a vampire, or when a vampire gets you... you die. That isn't to say you die and come back as a vampire spawn but you die. A vampire, spawn or not, isn't a living creature. It's undeath and evil manifest. A creature of inversed good and paradox, a thing of white and black mixed in unholy conjunction. It is dead, yet seeks life. It kills, but occasionally plants the seed for more of its kind to be... not born but formed. When a vampire comes into being they don't behave like the people they were in life. They are inverted, the chaste becoming temptresses, the kind becoming cruel, the once holy now finding glory in perversion. All their once positive qualities are specifically inverted to form a more personalized evil.
One shouldn't consider vampirism to be an "effect" on a player. When a player character becomes one, they are dead. They are gone. An evil with their appearance arises from their corpse - an evil with their memories not because it is them, but because it uses who the person used to be as a guide to shape itself. Vampires are inhuman, merciless, and uncaring about their earlier life or only caring enough to know how it can use its previous existence to create its preferred style of pain, death, and perversion.
While vampirism is an excellent opportunity to explore a different avenue for roleplay and experience something that even veteran players seldom get to it try. It is important to keep in mind that few have the stomach for it and fewer the capability. As such, a Dungeon Master should take special care when allowing such an unconventional avenue to become available for players and should endeavor to start the player(s) off as a vampire spawn and consider the transformation into a true vampire as a another form of reward for a player that seeks out true vampirism.
Society[edit]
Vampire Names[edit]
Vampires usually retain the names of their mortal lives and as such will have a name based on the race or culture they originated from. Some change their name when they ascend to true vampires and it is accepted that long-lived true vampires who obtain grand estates take on titles of nobility such as Count, Countess, Duke, or Duchess.
Notable Vampires: Count Dracula, Strahd von Zarovich, Alucard, Count von Count.
<Race Name> Traits[edit]
Ability Score Increase. Your An ability score was not entered for this template! score increases by 2 and your An ability score was not entered for this template! score increases by 1. Age. Alignment. Size. Speed. Your base walking speed is <speed> feet. |
Languages. You can speak, read, and write Common and one other language of your choice. |
<Subrace Name>[edit]
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
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′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
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d6 | Ideal |
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d6 | Bond |
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d6 | Flaw |
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