Arcane Vampire (5e Race)

From D&D Wiki

Jump to: navigation, search

Arcane Vampire[edit]

<

Origin[edit]

Arcane Vampires Originate from over-exposure of Magical Energies. While most would just go Berserk and rage havoc onto any they see, there too are a selected few who survive this endeavor and come out Stronger than ever, tough sadly any who have survived such a thing have lost all their Memories, basically starting a New Life. After the Memory Wipe only the basic alignment and their main Language is within their Minds.

Physical Description[edit]

An Arcane Vampire has the same general look as the Race which they Originated from. Tough their Skin is so Pale that it's almost like that of a Ghost, their Ears are pointier, their Eyes now have a tinge of Red inside of them, they are lean and have blue lines on their Body coursing with Energy from the Magical Energies which they had to face.

Society[edit]

As they are created through Magical means and not through a Vampire they don't fit into the Hierarchy of the Vampires, which is why they live mostly secluded doing what they love, which may Vary as it could have happened to anyone. Even though they didn't come into existence through another Vampire they are still seen as one from both Sides.

<Race Name> Names[edit]

As they came into this World without memories and are Creatures independent from each other the Names vary

Male: Bat, Julien, Doggo

Female: Marte, Elisabeth, Rudolf

<Race Name> Traits[edit]

Ability Score Increase. Your Intelligence score increases by 2 and your Intelligence score increases by 1.
Age. An Arcane Vampire is an Ageless being and thus Immortal
Alignment. They don't have any predetermined Alignments
Size. Generally about 6 feet(Medium), though that depends on on the Race you were before
Speed. Your base walking speed is 30 feet.
Infernal 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 Thirst. You require sustenance in the form of blood to sustain your fiendish existence. You do not need to eat or sleep, but you can ingest food and drink if you wish. If you go for longer then seven days without drinking blood as per your Feed trait, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking blood. After consuming blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you die. You have strong fangs, formed from your wild-killing life, unlike your softer counterparts. As an action, you can bite a creature with your fangs, dealing 1d6 piercing damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You heal an amount of life equal to the damage rolled
Magical Rebirth. You may choose one Resistance from (a)Fire, (b)Cold, (c)Force and apply it to your Character
Fiendish. Your creature type is fiend instead of humanoid for the purposes of spells and effects. You are vulnerable to radiant damage.
Calculated Defence. Through your Rebirth you have learned to use your Analytical and Magical Skills to compensate you Lack of Physical Prowess. You can use your Intelligence score in place of your Strength, Dexterity or Constitution score when you are forced to make a Strength, Dexterity or Constitution saving throw.
Languages. You can speak, read, and write Common and two other languages of your choice.


Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 9'' +1 90 lb. × (1,5) lb.

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


|}

1.00
(one vote)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: