Vampire (Pure/Half-Blood) (5e Race)
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Vampire (Pure & Half)
"Blood is the life ... and it shall be mine." (Dracula)
Physical Description
By default, the first Vampires to grace existence with their un-death were indeed human, as such, pure blooded Vampires resemble such. The pigment of their flesh however is lacking, leaving pale tones of grey such as that of a corpse. Their ears raise to sharp pointed tips, and their eyes are emanate a faint red tint in the dark, or burn bright red when feeding. Behind their pursed lips hide a pair of piercing fangs, the tips of their fingers hold nails more comparable to razor like claws.
Half-Breed, otherwise known as Dhampirs, or turned Vampires of course will display lesser features resembling that of the Vampire as well as that of the fresh corpse of their other half.
History
According to many sages, a fabled being known as Strahd is said to be the first vampire to be. He was but a man who in a desperate, foolish attempt to win over his true love's heart, forged a pact with dark powers that made him immortal. At the wedding of his brother to his beloved, he confronted his brother and killed him. His love then fled and flung herself from the castle's walls.
Regardless of origin, remaining pure bloods are far and few between, only being able to copulate true vampire spawn amongst themselves. Any half blooded vampires, whether turned or bred, are sterile, such as the conditions of this virus like curse.
Attitudes and Beliefs
Further adding to the rarity of these creatures of the night, they often avoid each other rather than form any sort of society, even being quite territorial in fact for if others are around, tending to acknowledge natural boarders such as rivers, or else they must compete over their food supply, which on top of which makes it increasingly difficult to hide their presence. Many vampires in fact don't tend to stay in one area to long, less the world warp around them, and their daily presence become increasingly transparent, however, few who find secluded enough ares, or are confident in their own safety, hunker down and form twisted lairs in hidden caves or abandoned structures such as decrepit castles, often earning them title's such as "Baron(ess)", "Count(ess)", "Duke" or "Duchess" if not already obtained by other means. T
Names
Pure blooded Vampires most often hold and pass along Greek names in honor of their believed birth place, however, half-breeds or turned blood are known to take on names of this nature as well if not given outright upon rebirth if not keep the dead names of their deluded blood.
Male: Count Dracula, Strahd von Zarovich, Alucard, Lestat, Louis, Armand, Viago, Deacon, Vladislav, Petyr
Female: Carmilla, The Countess, Lenore, Bella, Nadia, Mina, Akasha, Maharet, Pandora, Victoire
Pure Vampire Traits
Abilities. Your Charisma score increases by +2 by default, but your supernatural origin, inhuman body, and exceptionally long lifespan allows you to increase two other ability scores by +1, you are unable to surpass a score of 20 in this manner.
Age. Vampires age at a rate compared to humans at 100 years to 1, ceasing all signs of aging at middle age of about 5000, unable to die of old age given their twisted immortality.
Alignment. Given their nature, it is quite difficult to be any sort of good, being easiest to embrace their evil hearts. The ones that live longer tend not to be chaotic, but rather neutral, or even lawful to the point of following personal guidelines or codes of honor or restraint to better control their naturally chaotic evil urges.
Size. "Vampires vary widely in height and build, from barely 4 feet to well over 7 feet tall, but still Medium in size."
Speed A Vampire's base walking speed is 30 feet.
Pure Vampire Strengths
"Darkvision" Vampires 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 color in darkness, only shades of gray.
Claws As a vampire you have a set of claws for natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Bite As a vampire you have a pair of fangs for natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Undeath Vampires are undead. They do not need sleep, air, or food, and the only drink that sustains them is humanoid blood, at least 16 ounces a day or else they will gain a level of exhaustion. They are affected as such by spells, items and abilities that function differently when used on the undead. For example, Cure Wounds has no effect on them, and they're subject to the secondary effect of Chill Touch. Vampires gain resistance to Necrotic damage from any source, as well as to Bludgeoning, Piercing and Slashing damage dealt by non-magical weapons. However, they are vulnerable to Radiant damage from any source, such as holy water, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons.
Blood is Life If a Vampire can get a hold of a willing, paralyzed, charmed, incapacitated, restrained, or grappled living, organic humanoid target and use their Bite attack to drink their blood, the damage is treated as necrotic and they restore the equivalent amount of HP (Up to Maximum HP) as damage dealt (not including added Strength or Dexterity damage) and restores 1 level of exhaustion. Each point, (not including ability modifiers), is equivalent to 4 ounces of blood! Blood cannot be drunken from a dead target or else the Vampire will gain one level of exhaustion. Regular health potions are ineffective to Vampires, but blood taken from living donors may be stored instead, but must be preserved by magic or refrigeration to last longer than 10 minutes.
Blood Rush When you drain blood with your Blood is Life ability, you may instead take the HP gained as Temp HP experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws as well as temporarily gain +1 to your Strength and Dexterity modifiers for 1 minute where the the Temp HP then is removed and equally taken as damage. This ability may only be used once per short rest, or twice per long rest.
Vampire Spawner At 9th level, you may turn a living, organic humanoid creature into a subservient {5E|Vampire Spawn}} by drinking it's blood to 0HP! The creature will return in unlife as a Vampire Spawn in 1d10 minutes. This ability may be used once per day. A total amount of vampire spawn equal to your cha modifier may be controlled at a time. These spawn gain free will if their master dies, or by drinking their master's blood.
Vampire Lord At 11th level, the vampire awakes to a fully grown pair of bat like wings as well as larger fangs and claws after their first long rest! these fangs and claws now naturally do 1d8 damage These wings grant a flight speed of 50 feet. These wings can be compacted and hidden underneath a cape or cloak, and if revealed to other creatures within 10 feet of you that can see you unaware of their existence prior must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Vampire Powers Vampires naturally gain spell like abilities over time from their supernatural nature. Charisma is the Spellcasting Ability for a Vampire's spells. Spells gained, and when, are listed on the following table:
Vampire Level | Vampire Spell | Number of Uses |
---|---|---|
Level 1 | Charm Person | +1 use per long per 3 levels gained |
Level 3 | Spider Climb | +1 use per long per 5 levels gained |
Level 5 | Gaseous Form | +1 use per long per 7 levels gained |
Level 7 | Shapechange(Tiny Bat or Medium Mist Cloud) | +1 use per long rest per 9 levels gained |
Pure Vampire Weaknesses
Forbiddance Vampires can't enter a residence without an invitation from one of the occupants.
Running Water A Vampires flesh is torn apart in the presence of water, they take 2d10 acid damage when they end your turn in running water.
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.
Sunlight Hypersensitivity Vampires sear and burn in the light of the sun, their flesh immolating. If they end their turn in direct sunlight, they take 2d10 radiant damage, and they have disadvantage on any attack rolls and ability checks when in direct sunlight.
Man in the Mirror Vampires cast no reflection in surfaces coated or lined with silver, such as old mirrors that were lined with silver behind the glass.
Eternal Rest Vampires may only rest in coffinic structures or while buried in grave dirt.
Half-Vampire Traits
Abilities. Your Charisma score increases by +1 by default, but your supernatural origin, inhuman body, and exceptionally long lifespan allows you to increase one other ability score by +1. You also gain half of the racial ability scores of your other half, (Players turned later lose half of the racial ability scores they were granted at level 1). You are unable to surpass a score of 20 in this manner. Any racial abilities normally gained by the Half Vampires other half are gained 2 levels later than natural. For example, if a race would normally gain an ability at level 3 for their race, they instead gain it at level 5.
Age. Half Vampires age at a rate compared to their other racial half's at 10 years to 1, ceasing all signs of aging at the start of an elderly age, unable to die of old age given their twisted immortality.
Alignment. Given their nature, it is quite difficult to be any sort of good, being easiest to embrace their evil hearts. The ones that live longer tend not to be chaotic, but rather neutral, or even lawful to the point of following personal guidelines or codes of honor or restraint to better control their naturally chaotic evil urges.
Size. "Half Vampires vary widely in height and build, dependent on the other half of their blood."
Speed A Half Vampire's base walking speed is 30 unless their other racial half's speed was higher, then that is used.
Half Vampire Strengths
"Darkvision" Vampires 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 color in darkness, only shades of gray.
Claws As a vampire you have a set of claws for 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, instead of the bludgeoning damage normal for an unarmed strike.
Bite As a vampire you have a pair of fangs for natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Undeath Half Vampires are undead. They do not need sleep, air, or food, and the only drink that sustains them is humanoid blood, at least 16 ounces a day or else they will gain a level of exhaustion. They are affected as such by spells, items and abilities that function differently when used on the undead. For example, Cure Wounds has no effect on them, and they're subject to the secondary effect of Chill Touch. Vampires gain resistance to Necrotic damage from any source, as well as to Bludgeoning, Piercing and Slashing damage dealt by non-magical weapons. However, they are vulnerable to Radiant damage from any source, such as holy water, as well as to Bludgeoning, Piercing and Slashing damage dealt by silver weapons.
Blood is Life If a Vampire can get a hold of a willing, paralyzed, charmed, incapacitated, restrained, or grappled living, organic humanoid target and use their Bite attack to drink their blood, the damage is treated as necrotic and they restore the equivalent amount of HP (Up to Maximum HP) as damage dealt (not including added Strength or Dexterity damage) and restores 1 level of exhaustion. Each point, (not including ability modifiers), is equivalent to 4 ounces of blood! Blood cannot be drunken from a dead target or else the Vampire will gain one level of exhaustion. Regular health potions are ineffective to Vampires, but blood taken from living donors may be stored instead, but must be preserved by magic or refrigeration to last longer than 10 minutes.
Blood Rush When you drain blood with your Blood is Life ability, you may instead take the HP gained as Temp HP experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws as well as temporarily gain +1 to your Strength and Dexterity modifiers for 1 minute where the the Temp HP then is removed and equally taken as damage. This ability may only be used once per long rest.
Vampiric Spawner At 11th level, you may turn a living, organic humanoid creature into a subservient {5E|Vampire Spawn}} by drinking it's blood to 0HP! The creature will return in unlife as a Vampire Spawn in 1d10 minutes. This ability may be used once per day. A total amount of vampire spawn equal to half your cha modifier, (minimum 1), may be controlled at a time. These spawn gain free will if their master dies, or by drinking their master's blood.
Vampiric Powers Half Vampires naturally gain spell like abilities over time from their supernatural nature. Charisma is the Spellcasting Ability for a Half Vampire's spells. Spells gained, and when, are listed on the following table:
Half Vampire Level | Half Vampire Spell | Number of Uses |
---|---|---|
Level 4 | Charm Person | +1 use per long per 5 levels gained |
Level 6 | Spider Climb | +1 use per long per 7 levels gained |
Level 8 | Gaseous Form | +1 use per long per 9 levels gained |
Level 10 | Shapechange(Tiny Bat or Medium Mist Cloud) | +1 use per long rest |
Half Vampire Weaknesses
Forbiddance Half Vampires can't enter a residence without an invitation from one of the occupants.
Running Water A Half Vampires flesh is torn apart in the presence of water, they take 1d10 acid damage when they end your turn in running water.
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 also lose half of your max HP that may only be restored from drinking blood
Sunlight Hypersensitivity Half Vampires sear and burn in the light of the sun, their flesh immolating. If they end their turn in direct sunlight, they take 1d10 radiant damage. they also have disadvantage on any attack rolls and ability checks when in direct sunlight.
Man in the Mirror Half Vampires cast no reflection in surfaces coated or lined with silver, such as old mirrors that were lined with silver behind the glass.
Eternal Rest Half Vampires may only rest in coffinic structures or while buried in grave dirt.
Random Height and Weight
Pure Vampires use Humans height and weight table. Half vampires use the random height and weight of the other racial half.
Suggested Characteristics
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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