User:Eco/Vampire, Variant (5e Race)
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|By David P|
Vampires are typically said to be of pale skin and range in appearance from grotesque to preternaturally beautiful, and have an inability to cast a reflection or shadow. Perhaps their most dominant trait is their fangs. They're eyes are unnaturally crimson colored.
Undead are not born, and vampires are no exception to this. When a creature dies and rises as a vampire or vampire spawn their race becomes this one, It is a common misconception that being bitten by a vampire can turn you into one. When in practice it only, kills you, warping your body and mind into a creature of evil, a vampire spawn and as such a slave to the true vampire that killed you. It is only by drinking the blood of the vampire that turned you, that a vampire spawn can then become a vampire. Though, few vampires are willing to relinquish their control in this manner.
Vampires are considered evil as the church views them as a slap in the face of God as they tend to murder for blood and spawn. But there have been reports of Vampires with a more dignified lifestyle, as such vampires can be any alignment they choose.
First names: Some vampires upon turning take on a new name to leave their past selves behind, but others stick to the name they had previously
Last names: Bloodfallen, Zarovich, Vondrack, etc. Most Vampires take on the last name of the one who turned them.
Ability Score Increase. Your Charisma score increases by 2, And either your Con or Dex increase by 1
Age. Vampires do not age the same as humans, they essentially live forever as long as they have blood
Alignment. Any, but more commonly Evil
Size. Vampires size is similar to that of its original race.
Speed. 30ft (Increased to 35ft with superior body) 20ft climbing speed
Superior Darkvision. You can see in dim light within 120 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.
Vampiric Bloodline. Your creature type is considered humanoid and undead, additionally you are resistant to Necrotic damage, and you are immune to diseases.
Sanguine. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then three days without drinking at least one Pint of blood you must make a Wisdom saving throw (DC12 + 2 for each day without a pint of Blood) or savagely feed on the first creature with blood that you see. You require double the amount of animal blood as human blood to be satiated. Drinking a pint of blood takes an action and will heal you for 2d4 + your Constitution modifier hit points. You are unable to heal from any source besides: Drinking blood, spending hit dice, or finishing a long rest. You can use this trait a number of times equal to your level + your Con modifier per long rest.
Blood Storage. You may bottle blood; However, you require a special container to keep the blood warm, as cold blood does not sate your tastes. These containers can store 1 pint of blood each and cost 25gp each. When bottling blood you roll a Wisdom(medicine). On a Nat 1 waste all the blood in the creature, any roll lower then 10 you get none, 10-15 you get 1 pint, 15+ 2 pints of blood. The maximum amount of blood you can extract from a body is 3 pints from a small creature, and 10 pints for a medium creature.
Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a creature within 5 feet of you has blood, you may use your action to make a melee bite attack at a them dealing 1d6 piercing damage. Draining their blood deals additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a pint of blood. When you use your Bite on a willing creature, you can choose to be gentle dealing 1d4 piercing damage instead, but the necrotic damage applies after one pint of blood has been drained. Creatures you bite in this way gain 1 level of exhaustion.
Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier
Languages. You can speak, read, and write Common, and any other languages you spoke before becoming a vampire.
Random Height and Weight
|4′ 5''||+1d12||80 - 130 lb.||× (2d4) lb.|
*Height = base height + height modifier
Stake to the Heart:
If a piercing weapon made of wood is driven into your heart while incapacitated, you become paralyzed until the stake is removed.
You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 2d10 + Your level worth in radiant damage (This damage is unable to be lowered in ANY way) You also have disadvantage on any attack rolls and ability checks when in direct sunlight. You cannot be stabilized when down in sunlight, You autofail death saving throws, and die unless an ally pulls you out of the sun.
Example: A level 6 vampire character would take 2d10 + 6 damage from sunlight
You are vulnerable to Radiant damage (This does not double the damage from sunlight hypersensitivity), if Radiant damage brings you to 0 hit points Automatically Fail 1 saving throw and roll the rest as normal.
Due to your vampiric speed and reflexes, gain the following benefits:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
When normally you would die, instead enter an indefinite state of paralysis that can only be removed by coming into contact with at least 10 vials of blood (Human Blood). If your head is chopped off, you are knocked unconscious due to radiant damage, or you die due to sunlight exposure, this effect does not take place and you will die.
When not exposed to sunlight, gain the following additional effects:
Your base movement speed is increased by 5 feet.
You gain a climbing speed of 20 feet, allowing you to scale walls and hang from ceilings with ease.
Racial Feat: Unnatural Charm
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, or be charmed. The DC for the save is equal to 8 + your proficiency bonus + your Charisma modifier. 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 Vampire Bite.
Each time you or your companions do anything harmful to the creature, it can repeat the saving throw, ending the effect on itself on a success, Unless the source is the necrotic damage from your vampiric bite attack. Otherwise, the effect lasts for 3 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. You can only have one creature charmed this way at once and you can use this trait a number of times equal to half your Charisma modifier rounded down before you must complete a long rest before using it again.
References/Heavily Inspired from
* Vampire (5e Race)