Vampire (True and Fake) (5e Race)

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Vampire (True & False)[edit]

"When the tears of a Human Being finally surround you forever... this one becomes a demon, a monster... Then laugh... Laugh with your pride and your arrogance... as you always did..."

Physical Description[edit]

History[edit]

Society[edit]

Vampire Names[edit]

Male:

Female:

Vampire Traits[edit]

Ability Score Increase. You will gain a +1 to your Strength, Dexterity, and Constitution scores, and +1 to one ability score of your choice. As normal, you cannot go above 20 using this feature.
Age. True and natural vampires tend to maintain their appearance from when they were reborn, but even those born stop aging to reach adulthood, now false vampires age to their prime, but everyone can live for millennia, after all at the time they are immortal.
Alignment. True or natural vampires tend to deny god or just keep their distance, accepting his chaotic but neutral side, some even being chaotic can become evil if not disciplined, or even be beings of lawful and good, now false vampires are usually evil.
Size. Vampires were originally human even though they have a humanoid appearance but are considered Undead, and their size is medium, but nothing prevents other beings from being transformed into vampires thus varying their size and appearance.
Speed. Your base speed is 35 feet.
undead. Due to your undead nature, you are resistant to necrotic damage and vulnerable to radiant damage. Also, you are immune to all diseases and do not need to eat or breathe. You can consume food and drink, but it is always tasteless.
Alluring Eyes. You know the charm person spell. You can cast this spell with this trait an amount of times equal to your Charisma modifier and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.
Bite. Your Teeth are powerful weapons you use to feed yourself, you are proficient with your teeth and also add your Strength or Dexterity modifier to the strike, you deal 1d6 piercing damage and can add your Strength or Dexterity modifier +1d4 necrotic damage , you heal yourself for half the total damage dealt, as a bonus action if you hit and the creature is dying you can try to turn it into a vampire or a ghoul but details on the subrace
Vampire Weakness. You as a Vampire have specific weaknesses like:

Being Invited. You cannot enter homes without being invited by one of it's residents by any means.

Running water. You cannot cross bodies of flowing water unless if by transportation.

Sunlight. Vampires feel weakness to sunlight so when they are in sunlight they lose 1d12 of their maximum hit points temporarily, and will gain 1 level of exhaustion. Additionaly, your attack, saving throws and ability checks are made at disadvantage while in the sun. When you leave sunlight, you will regain all of your features described above.

But everything can be circumvented like: he can enter a house if he is carried by someone like running water, but sunlight is only overcome if he wears hats or clothes that cover a lot of his body.
Deadly claws. As a vampire, your nails grow long and sharp, making your hands deadly weapons. You will gain natural weapons which deal 1d6 + your Constitution modifier damage. You may choose between piercing or bludgeoning damage, if you choose piercing you use your dexterity modifier for the attack and damage roll, and for bludgeoning damage you use your strength modifier for attack and damage roll. Their claws are magical and can overcome resistance.
Polymorph light. You can transform, briefly, into a bat. You retain your Intelligence and Wisdom score during this transformation, but all other stats are replaced by that of a small bat. You can maintain this transformation for 1d4 hours. If you use this ability at night, your movement speed is doubled and the transformation lasts 2d4 hours.
Vampire vision. You can see in dim light within 200 feet of you as bright light, and in darkness as dim light. You cannot discern most colors in the dark, only shades of gray, but you can see the blood coursing through the veins, arteries and heart in the individual's body with a crimson color.
Languages. You can speak, read, and write Common and Undercommon, as well as one language of your choice.
Subrace. true vampire, newborn vampire and fake vampire.

True Vampire[edit]

True Vampires are created at the time of their death, they are beings who at the time of their death denied and abandoned God and their beliefs and drank the blood of their enemies from the ground swearing to destroy the sacred

Ability Score Increase. You will gain +2 points to increase one of your scores. As normal, you cannot go above 20 using this feature.
The beginning. As an Original Vampire you don't suffer as much from sunlight, only receiving 1 level of exhaustion, but you don't gain disadvantage or lose life.
Master of the night. You as an original Vampire can create newborn vampires, you can turn Npcs and Player into Servant Vampires to you, they change the race to newborn vampire, in the case of npc your class can change once since it now serves a new master, or you can keep the same, the player keeps the same, they are obedient and can't do anything that harms the master, the npcs are still controlled by the master.

Note: to transform the Being must be revenge, if he does not want to, he must make a constitution test against the DC of 14, if he wants to be altomatico, if he is not a virgin his soul is sucked and the body becomes a ghoul.
Advanced regeneration. At the start of your turn you recover 1d4 + Constitution modifier, from level 6 the die changes to 1d6, level 9 recovers 2d4 and at the end of level 14 recovers 2d6; You can recover from any damage and regenerate entire body parts or even your head, but if your health drops to 0 you don't heal.
Night Cub. As a creature of the night, your long rest can be completed in 4 hours, and during the night you gain advantage in perception and stealth.
soul coin. you know the value of blood and soul better than anyone else, so when you drink all of someone's blood you automatically absorb their soul making it live inside you, you can transform into the individual and acquire all the knowledge you killed sucking its blood, plus you can summon it like a puppet. At level 1 you can have the same as your proficiency bonus plus your modifier halved, at level 4 you gain 2 more slots, at level 6 you gain 4 more slots, and at level 10 your slot is equal to your proficiency bonus + your charisma modifier plus the extra slot at level 6 and 10, and at level 15 you gain 5 more slots.

Newborn Vampire[edit]

Newborn vampires are beings who were born vampires or were virgins who were transformed by another vampire, they follow their master being a little weaker, but if they embrace real power they can gain the power of a true one.

Ability Score Increase. You will gain a +1 to your Constitution score, and a +1 to any ability score of your choice. As normal, you cannot go above 20 using this feature.
regeneration. At the start of your turn you gain 1d4 + your Constitution modifier, at 6th level the die changes to 1d6, at 9th level you gain 1d8, and at the end of 14th level you gain 2d6; You can recover from any damage and regenerate entire body parts, but only at level 9 you can recover even your head, but if your health drops to 0, you do not heal.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight 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.

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1
2
3
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
4.00
(one vote)

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