Nosgoth Vampire (5e Race)
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Nosgoth, A land of perpetual darkness, This is the land from where your affliction comes from. Be you a high and mighty warrior or a mage, casting spells to get by. Regardless what clan you may have been sired from, you all have one need. Blood. for one reason or another, you left your clan, be it because of exile, or because of a civil war back home, you now can no longer call Nosgoth your home. Using the gifts of the progenitor Vampire, who you may or may not have worshipped as a god, you stalk the nights, bringing terror in the hearts of mortals everywhere you go.
Nosgoth Vampire Names
Nosgoth Vampire Traits
Ability Score Increase. Your Constitution score increases by 1.
Age. Nosgoth Vampires do not age the same as humans, they essentially live forever as long as they have blood.
Alignment. Nosgoth Vampires are not all evil, contrary to popular belief, they can be any alignment.
Size. Nosgoth Vampires size are similar to that of its original race.
Speed. Your base walking speed is <speed> feet.
Darkvision. 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 color in darkness, only shades of gray.
Vampirism. You gain the following:
- You no longer age, and cannot be aged magically.
- You don't need to breathe, and are immune to suffocation.
- You have resistance to necrotic damage.
- You are immune to disease. You also have immunity to shapeshifting curses, such as lycanthropy.
- Unlike most undead, you do need to sleep.
- You are vulnerable to radiant damage.
- You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- If you are uncovered in direct sunlight, you take 1 point of radiant damage on the end of your turn. you may alleviate this by wearing a hooded cloak. If you fall below 1 hit point while in the sun you are instantly killed and disintegrated, only a true resurrection can revive you.
- Your body is damaged by water as if it were acid, and you are vulnerable to water damage. You will take acid damage from water. If you drop below 1 hit point from water damage while completely submerged, you are instantly killed and reduced to dust. Only a true resurrection can revive you. only water can damage you this way, if liquids that are a compound with water are used, such as alcohol, milk, etc, it has no effect. The water has to be liquid. if snow hits your uncovered skin, it will melt causing the same effect as if it were rain. you can alleviate this by covering up like you do for the sun.
- If a piercing weapon is driven into your heart, you are paralyzed until the weapon is removed.
Bloodthirst. Your thirst for water is replaced with a thirst for blood. Animal and monster blood will not satisfy you, only the blood of humanoid creatures. You can bite the neck of a sleeping, unconscious, or incapacitated creature and drink it's blood, Or use an innate ability to draw blood via telekinesis to your mouth (can not be used any other way), satisfying your thirst for the day. If a creature does not notice you and you are behind it, you can also bite it's neck, but it will likely cry out from pain and attack you immediately after. If a creature has been dead for more than an hour, it's blood is spoiled and can no longer satisfy you. A bloodpotion can also satisfy your thirst, although they are rare and difficult to craft. your DM will choose how rare and difficult they are to obtain.
Claws. At 2nd level, your vampiric state has begun to alter your body. You gain claws that you can use during an unarmed strike. Your unarmed strike damage is 1d4 + your strength modifier slashing damage. Your claws are a dead giveaway of your vampiric state. Your Claws count as a weapon. these claws are visible and a giveaway to your vampiric nature. you may hide these claws, but you may not retract them.
Creature of the Night. You also gain advantage on stealth checks and can attempt to hide in dim light.
Levitation. At 3rd level you may cast Levitation or feather falling once per short/long rest
Undeath. It's particularly hard to kill someone who's already technically dead. At 5th level, gain advantage on death saving throws. When you become stable, you may choose to immediately regain consciousness with 1 hit point. You can only do this once per long rest.
Mistform. At 9th level, you may use an action to become under the effects of the gaseous form spell. Mistform requires concentration and can last for up to 1 hour. You know the spell Gaseous Form and can cast it once per long rest without expending a spell slot
Sunlight Resilience. At 8th level, You no longer take radiant damage from sunlight, and loose any negatives you once had in sunlight. Reavers Cannot take this trait
Vampire Master. At 20th level you have mastered your Vampiric gift, and are able to sire another Vampire. you must find a corpse that has been long dead. To turn it, you need to perform a ritual for 24 hours. once you do this you cannot do this again until One year passes in game. You will also no longer mutate, keeping your form consistent until you die.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You may choose one of the three Vampire clans
Become a feral beast. A savage monster who tears through anything easily with it's long claws and razor sharp teeth. just like your forebear
Ability Score Increase. +2 to your Strength, +1 to your Constitution
Beast form. At 5th level, as a bonus action, you can shift your body into a horrid beast. During the transformation: Your speed is doubled, your unarmed damage is 1d8 + your strength modifier slashing damage, creatures who don't know you as a vampire react to you as they would an enemy monster. Beast form lasts for 1 + your proficiency bonus rounds. Ending beast form prematurely requires an action. You cannot use this feature again until you have finished a short or long rest.
Primal Fear. At 5th level, you become vulnerable to fire damage. You also become frightened by taking fire damage, and large fires (bigger than a fireplace). If an enemy waves a torch near you, make a DC 15 charisma saving throw. If you fail, you become frightened by the torch.
Predator. At 7th level, animal and monster blood can now sustain you. Blood isn't spoiled until the creature has been dead for a day. You gain an advantage on Perception checks that rely on smell. You can smell blood up to 30 ft away, and once you have a specific bloods scent, you can track it up to 300 ft away. Water Immunity: Over time your body has mutated to be able to withstand the water. you no longer take damage from water. You also now have a swim speed equal to that of your movement and water is no longer difficult terrain to you. You also loose your ability to become immune to sunlight, and take an extra 1 point of radiant damage from the sun while not in water.
Blood Frenzy. At 13th level, whenever a creature within 30 ft becomes bloodied, make a DC 15 charisma saving throw. If you fail, immediately enter beast form. For as long as you're in beast form, you must move towards the bloodied creature. If you run out of speed, you must use your action to dash. If you enter striking range of the bloodied creature, you must attack. While in a blood frenzy, you cannot end beast form until the bloodied enemy has died, your beast form has ended naturally. You cannot be frightened or charmed while in a blood frenzy. When you attack the bloodied target you heal 1d4 of health.
Embrace the genetic alterations of your forefather and become an angel of death, soaring across the battlefield.
Ability Score Increase. +2 to your Dexterity, and +1 to your Constitution
Take Flight. At 3rd level, your vampirism has caused you to grow a pair of bat-like wings. As a bonus action you may start flying. Flying does not require concentration. If your wings are injured or bound you cannot take flight. If they are injured or bound in mid air, you immediately start falling. Your wings are extremely hard to hide, and are a dead give away of your vampiric nature. Your flight speed is 40ft. You can fly while grappling an enemy equal or less than your size. Flying for 5 hours gives you 1 level of exhaustion. Finishing a short or long rest resets the timer for how long you've been flying.
Aerial Hunter. At 7th level, when flying 20 feet in the air or higher, as a bonus action, you may initiate a dive. During the dive, you can only move downwards at a maximum angle of 90 degrees and your flight speed is doubled. When diving, you gain advantage on attack roles and grapple checks. Attacks also deal an additional 1d4 + your strength modifier bludgeoning damage. The dive can be ended by using an action, attacking, grappling, or landing. You also no longer become tired while flying.
Blind as a Bat. At 10th level, you gain blindsense up to a range of your perception modifier x 10 ft, and blindsight at half that range. Both your blindsight and blindsense use your hearing, so deafening attacks and silencing effects render both useless. You also gain an advantage on all Perception checks that rely on hearing. Don't worry, you don't actually become blind.
Enhanced wings. At 13th level, your wings can no longer be injured. Your flying speed is also doubled giving you a flying speed of 80. When you're not flying, as a bonus action, you may attack with your wing talons, using either your dexterity or your strength modifier for the attack roll. Your wing talons deal 1d8 + your strength or dexterity modifier (Whichever you used for the attack roll) piercing damage. Your flight speed is no longer halved when grappling and flying simultaneously.
Maintain your human appearance, instead focusing on the mystic arts of illusion, and necromancy. Like your Forefather before you.
Ability Score Increase. 2 to Intelligence, +1 to Charisma.
Deceiver's will. Due to your Forefather's excellent manipulating skills, you are a master at manipulating people into doing what you want. at 3rd level you gain proficiency with Persuasion, if you already have this, you take expertise.
Spider climbing. At 7th level you have mutated the ability to scale walls like an insect, you can move at 45 movement speed while scurrying like an insect, and you now have a climbing speed of 30.
Spider spinners. at 13th level You have grown the ability to shoot webs to ensnare prey, as a bonus action you may shoot your webs against an opponent, who then needs to make a Dexterity save or be Restrained as spider webs wrap them, every turn after they must make a strength saving throw, or be grappled by your web each turn. You can only restrain one person at a time like this, after doing so you must take a short or long rest in order to do so again.
Random Height and Weight
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*Height = base height + height modifier