Were-pires (5e Race)
From D&D Wiki
Are a Hybrid creation between a vampire and a werewolf
The humanoid forms of the race they previously were but with the sharpened ears, claws and the all too familiar fang of a vampire but without the fatal adversity to sunlight, Then when under the light of a full moon the beast side begins to take over transforming into the beast of the hunt a werewolf, however compared to there full blood werewolf relatives they are not as big. However don't let you think that makes them weaker as it doesn't. The matrimony between the blood of Bat and Wolf have joined making up for each others weaknesses and in some cases improving the strengths.
The creation of werepires is viewed as taboo from the societies of werewolves and vampires, abominations to be hunted and killed if found. Other societies view them the same as vampires and werewolves, for them to be killed if found.
Werepires in society are a mystery and have almost never naturally occur as most people who are bitten by both werewolf and vampire die. Some are born through the very unlikely consummation between the species, and the final way and most common is through experimentation by others looking into the species.
Were-pires keep the name of their lives before the were turned or created.
Male: Michael, Malachai, Ray, Daniel, Tony, Nate.
Female: Eve, Valerie, Hope, Mindy, Kimberly, Beau.
Ability Score Increase. Your Constitution score increases by 3 as normal, you can't increase an ability score above 20 using this feature. Your Strength or Dexterity scores increases by 1. Your Charisma and Intelligence scores decrease by 1.
Age. Immortal beings unable to die from old age, tend to stop aging from the day they turn.
Size. Your size is medium and varied as the blood of the wolf makes your muscles more dense. You are on the upper end of 6ft. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Natural Weapons. Your claws and fangs can be used as natural weapons. Your unarmed strikes deal 1d6 + your Strength or Dexterity modifier slashing damage, and you may make a bite attack as a bonus action dealing 1d6 + your Constitution modifier piercing damage, you regain hit points equal to the damage dealt with this bite. You may make this bite attack a number of times equal to your proficiency mod. Regaining all uses after a long rest.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
The Beast. Once per long rest as an action you can transform into your bestial side for 1 minute. Your speed increases by 20 feet and you may make 2 unarmed strikes per attack you have (the extra attack feature would increase this by 2 strikes) and as a bonus action use your bite attack. You drop all currently held items and your armour is torn off but not damaged. Your AC become 10+Dex+Con and you have resistance from Piercing, Slashing and bludgeoning from non-silvered or magical weapons.
The Hunger. Due to the the needs of both bloodline your thirst for blood is exacerbated you must consume at least 2 liters of blood a day or you risk becoming feral. After 3 days without feeding, you lose control of your instincts and enter your beast form and attack the creature closest to you until you have consumed at least 4 liters.
Languages. You can speak, read, and write Common and one other language of your choice that would have been from your race before you turned.
When creating a Were-pire character, you can use the following table of origin to decide how you were created.
|2||Bitten by both bloodlines|
|3||Born form parents who were a Vampire and a Were-wolf|
|4||Mutation born into the world from another source|