Cursed Life (5e Race)

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The Vampire[edit]

"Living is not a gift, And yes a curse"

Physical Description[edit]

Vampires are often described as beings of supernatural beauty and mystery, with distinct physical characteristics that make them unmistakable. Their pale skin, often almost translucent, contrasts with their dark clothing and the shadowy environments they inhabit. Their hypnotic eyes capture the attention of their victims, emitting a magnetism that can enchant even the most cautious. The sharp canines, like fangs, are a trademark, ready to pierce the skin and quench their insatiable thirst for blood. Additionally, their supernatural beauty is amplified, attracting and captivating mortals with their mysterious and irresistible presence. Dressed in elegant Victorian-style attire or gothic clothing, vampires exude an air of dark elegance and imminent danger. Possessing superhuman strength, speed, and agility, they are lethal predators that hunt in the shadows of the night. In summary, the physical description of vampires combines elements of beauty, danger, and mystery, creating an iconic and unforgettable image in popular culture.

History[edit]

The transformation into a vampire is steeped in myth and legend, varying across cultures and folklore. One common narrative suggests that an individual becomes a vampire through a process involving death, burial, and subsequent resurrection with a thirst for blood. In some tales, a vampire may choose to bestow their curse upon a mortal through a bite or exchange of blood, initiating the transformation.

Legends often depict vampires as individuals who were either cursed or willingly embraced their newfound immortal existence. Some stories attribute vampirism to supernatural occurrences or encounters with demonic forces, while others link it to curses placed upon the living.

Modern interpretations of vampire lore, popularized by literature and film, often portray vampires as charismatic and seductive beings who possess enhanced strength, agility, and longevity. These depictions often include elements of romance, tragedy, and moral ambiguity, as individuals grapple with the consequences of their newfound immortality and insatiable thirst for blood.

Regardless of the specific origin story, the transformation into a vampire is typically portrayed as a dark and mysterious process, forever altering the fate of those who undergo it. Whether a curse, a choice, or a supernatural occurrence, becoming a vampire is a haunting journey shrouded in myth and legend.

Weaknesses[edit]

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a vampire spawn or a true vampire, you are affected by the following weakness unless specified otherwise: • Forbiddance: You can't enter a residence without an invitation from one of the occupants. • Sunlight Hypersensitivity: You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight. • Unholy Body: Dark magic sustains you, making you resistant to necrotic damage. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest. • Paralysis: If a wooden stake is thrust into a vampire's chest, he will be paralyzed until it is removed. • Running Water: Your flesh is torn apart in the presence of water, you take 20 acid damage when you end your turn in running water. This damage may not be reduced in any way. • Undead Body: Radiant Damage is super effective against you, you suffer double radiant damage. • Bloodthirst: You don't need to feed normally; vampires require blood to survive. In other words, you need to suck blood from some being, otherwise, you will become weak. If you go more than seven days without drinking at least one serving of blood, at midnight on the seventh day and every midnight thereafter, you will suffer one level of exhaustion, which can only be removed by drinking a serving of blood. After consuming a serving of blood, you regain all levels of exhaustion caused by this trait. If you reach six levels of exhaustion due to this trait, you will be destroyed.

A serving of blood is a vial, or 120 ml, and while this is just enough to sustain you each week, you still feel the urge to drink and may still appear jittery or hungry in the heat of battle or when tending to a wounded ally. Half a liter, as contained in a vial, is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each serving of blood heals 1d4 + 1 hit points, while half a liter heals 2d4 + 2 hit points.

Vampires Names[edit]

Vampires tend to have weird names. some sounding alien, others sounding like the noise of an animal or object, and some with a mix of human names.

Male: Buzziar, Kizill, Ikinba, Davidoi

Female: Vespiar, Popikai, Mosaila, Charlisin

Vampire Traits[edit]

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age. Vampires are immortal creatures and can live for centuries.
Alignment. Most Vampire are usually Neutral party.
Size. Their size is usually that of a normal humans. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. you have darkvision due to your mysterious like eyes
Immortal Nature. You don't need to breathe, And poisons do not afflict you, you are Immune to the Poisoned condition, and you are Immune to Poison damage. In addition to being resistant to necrotic damage.
Regeneration. Your injuries mean nothing to you, and your body begins to fight back against your wounds. While you are below half your maximum hit points, you spend 1 hit die at the end of each turn. Ad level 3, you gain 1 additional hit die for every level thereafter, In addition to recovering all data in a short rest. You can also spend one more life die to regenerate, in total 2 dice. you can gain 1 more die at level 5,7,10,13,16,19.
Bite. All vampires' teeth are extremely sharp to bite their prey and suck their blood. its bite deals 1d6+Constitution modifier, the same for the hit and counts as a weapon, if you are attacking someone who is grappled, you can use a bonus action to attack, and have advantage on the hit. If you suck someone's blood, you regain lost hit dice equal to your proficiency bonus. In addition, when you suck blood, you reset the time of your thirst.
Blood Transformation. When you have a third of your life left, you turn into a bloodthirsty creature, seeing everyone who is not your species as an enemy. At level 3, when you have a third of your life left, you transform. you gain temporary HP equal to your Level ×5, all your natural damage dice gain additional damage equal to your Constitution modifier, and you recover hit dice equal to your Constitution modifier and when sucking blood you gain +1 dice along with the others. All creatures within 30 feet must roll a DC 14 Wisdom Saving Throw + Charisma Modifier to avoid becoming frightened. Every start of your turn you must roll a DC 15 wisdom saving throw to control yourself and not attack your allies. the transformation lasts 1 minute. At level 12 you can work without being out of control.
Languages. {{{languages}}}


TALENTS[edit]

Vampires have some impressive abilities and it is only the truly ancient and powerful vampires that can utilize them all. As a vampire you have access to the following list of feats and if you are using the optional feats rule, you can forgo taking Ability Score Improvement feature to take a vampire feat of your choice instead.


•Superior Body• You can use your vampiric reflexes to dodge attacks and move with an unearthly grace and ease, gaining the following benefits:

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While you are wearing no armor, your Armor Class equals 12 + your Dexterity modifier. Your base movement speed increases by 5 feet.


•Shapechander• Vampires are known for their ability to shift from form to form. You gain the shapechanger tag and if you are not in sunlight or running water, you can use your action to polymorph into a Tiny bat[1] or a Medium cloud of mist for 1 minute, or back into your true form.

Bat Form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight. Once you transform this way you cannot do so again until you complete a short or long rest.


•Animating Bite• You can suffuse your unholy lifeforce into creatures you drain. When you reduce a creature to 0 hit points you can choose to animate it, causing it to rise at the next midnight as a zombie under your control. This zombie can take simple commands from you and you may have a number of zombies equal to your proficiency bonus under your control through this method at a time. If you already have your maximum number of zombies under your control other corpses which rise due to your bite are not under your control are hostile towards you and others.

At 18th level, your bite may raise vampire spawns instead of zombies. You may have up to one vampire spawn under your control through this method at any time.


•Children of the Night• As an action, you may magically call 1d4 swarms of bats[2] or rats[3], provided the sun isn't up. While outdoors, you can call 1d6 wolves[4] instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time, and you may not summon creatures with this feat more than once every hour.


•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 one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 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 your Charisma modifier before you must complete a long rest before using it again. }}

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5'′ 3'' +2d6 140 lb. × (2d4) lb.

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


5.00
(one vote)

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