Vampire, 3rd Variant (5e Race)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race deals with making a vampire PC, and includes all the implications that come with it including: this race is hard to kill under most circumstances, you are undead and must drink blood for nourishment, and the race has a large number of weaknesses. This page also circumvents the "Player Characters as Vampires" rule on page 297 of the Monster Manual.


Disclaimer

This page is a derivative work of the page Vampire (5e Race), and as such includes traits and flavor text found on the aforementioned page. Please consider visiting and reading the original homebrew as well, as without previous contributions this page would not exist. The intention of this page is solely to offer an alternative way to play a vampire in 5e.


Vampire

Vampires are creatures of the night, unholy amalgamations of life and death plagued by a hunger for living blood that can never be sated. These traits have caused mortals to fear them since ancient times, as being unlucky enough to attract the attention of a vampire often ends in gory demise. Most vampires prey on unsuspecting humanoids, those willing to share their preferences having cited that drinking humanoid blood is largely more satisfying than an animal’s. Vampires may prefer blood from a certain race, such as elven or orcish, and many claim to be able to differentiate the taste and smell between them.

Part of a mortals’ fear of vampires stems from that they can often be too hard to spot until it is too late. Vampires are ancient beings oftentimes familiar with magic, and they make use of a glamor in order to blend in with the living. However, as perfect as the glamor might be, the telltale signs of a vampire that cannot be faked are their cold skin, and lack of heartbeat, reflection, and shadow.

Many vampires tend to be of evil alignment, finding the existence of mortals inconsequentially short lived compared to their own extensive lifespan. A vampire may consider humanoids more akin to livestock or children than as intelligent equals, due to the disparate levels of knowledge and experience between mortals and immortals. Elder vampires tend to keep in touch with each other, or gossip about one another— vampires who survive into their hundreds typically know what other nearby vampires are up to, and often know of each other, if they have not officially met. They tend to be manipulators, lurking in the shadows and sending minions or servants to do their bidding for them, and often clash against each other, vying for control of territory, influence, and resources. Not all vampires are evilly aligned, however, and some choose to live separate from vampiric society or fight against their own kin. Vampires that leave vampiric society are often seen as threats by those within it, and depending on how high ranking the vampire was or how many secrets they know, the individual may be hunted down and destroyed in retaliation.


Physical Description

Often tall, ashen, and charismatic, a vampire’s otherworldly presence and stillness make them stand out among the warm-bodied living. With eyes that seem to gleam in the absence of light and cold bodies that cast no reflection or shadow, vampires tend to be as solitary as they come, vying for control amongst their own kin. When they do mingle among the living races, it’s often only with the intent of securing a meal.

Vampires are ashen due to the lack of blood flowing through their veins, their stillness born of the fact that they no longer need to draw breath, making every action and inaction of a vampire a conscious decision on their part. When forced into a corner, their sharp fangs become a declaration of warning to all creatures that bleed, as any eloquence in their humanoid guise disappears, replaced with a primal bloodlust as they cut down the living like a plague.

Vampires are not born, they are turned. Most humanoid playable races can be turned into a vampire, but not all. When creating a vampire, first select another race for your character, excluding races that usually reside on an elemental plane or in the feywild, constructs, and races of celestial nature. These races are not likely to become vampires, and for celestials and constructs, it is impossible.

Certain traits of your previous race are retained. Among these are your appearance, size, speed, and languages learned. You lose all previous racial traits, including ability score increases, your body’s very makeup having changed.

History

WIP

Society

WIP

Names

You retain the name you had in life. However, some vampires choose to change their name upon being turned. It is also not uncommon for vampires to choose many names throughout the ages, or even in quick succession if being pursued by vampire hunters or other vampires.

WIP

Random Height and Weight

You retain all traits you had in life, except for your weight. Vampires tend to be a bit lighter than a mortal, as they have no blood in their body. Calculate your original race's weight normally, and then subtract 10% of that value.

When you create a race, you take your base height and roll the dice in the height modifier section and add that to your base height to get your total race height. Random weight is calculated by multiplying the number rolled by your height modifier by the number rolled by your weight modifier and adding that to your base weight. See the 5e Player's Handbook pp. 121. Other examples can be found in Volo's Guide to Monsters pp. 120 and Guild Masters' Guide to Ravnica pp. 12.

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
Base Feet Tall′ Base Inches Tall'' +Height Modifier Base Weight lb. × (Weight Modifier) lb.

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


Vampire Traits

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. As undead, vampires do not have a limited life span as mortals do. It is quite impossible to guess the age of a vampire through appearance, as they maintain the same appearance as the day they were turned. A fledgling vampire is considered under 100, while a middle aged vampire is about 250. Many vampires do not survive to this age, oftentimes tracked down and killed by hunters or other vampires, or accidentally, by a Vampiric Weakness. An elder vampire is considered over 1000, although this is likely not suitable for a player character.
Alignment. Vampires do not have a set alignment, but fueled by their need for blood from the living, they often succumb to evil. However, vampires can technically be any alignment.
Size. You remain the same size of whichever race you were in life.
Speed. You remain the same speed and swimming speed of whichever race you were in life.
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.

Glamor. All vampires are at least somewhat in tune with the magic of their necromantic existence. Many vampires make use of this attunement to disguise their complexion as something more “alive,” regaining the lively flush that they had in life. Additionally, you may choose to disguise your eye color and fangs. If you come into contact with a Vampiric Weakness or the dispel magic spell, the glamor will fail. The glamor does not change the temperature of your skin, nor does it give you a heartbeat, reflection, or shadow.

Undead. Your creature type is considered to be both humanoid and undead. You are immune to disease, and you do not bleed. Additionally, you are unaffected by cold or hot weather.

Necrotic Body. Dark magic sustains you, making you resistant to necrotic damage. Healing potions and spells do not have a healing effect on you. Healing potions instead deal poison damage equal to the amount that was meant to heal, and healing spells deal radiant damage. In order to heal you must either drink blood, spend hit dice, or finish a long rest.

When casting healing spells on others or casting spells that deal radiant damage, calculate ¼ of the damage healed or dealt, rounded down. You deal the result to yourself in damage. Taking damage in this way does not break concentration.

Bloodthirst. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you, and drinks comparatively unsatisfying to blood.

A ration of blood is a vial, or 4 ounces, and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask, is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior.

Each ration of blood heals you for 1d4 + 1 hit points while a pint (16oz) will heal you for 2d4 + 2 hit points. The blood does not need to be humanoid blood. A ration of blood will stay good for 72 hours at room temperature, and 15 days if chilled by some means.

If you go for longer than seven days without drinking at least one ration of blood, at the midnight of the seventh day (and every midnight on days thereafter), you suffer one level of exhaustion, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion caused by this trait. If you reach six levels of exhaustion due to this trait, you fall into an unconscious state, which to the untrained eye, may be interpreted as you having died. You cannot be woken from this state unless fed blood.

If you have not drank a ration of blood for more than a week and blood is spilled nearby (at least a vial’s worth), make a wisdom saving throw, with an added modifier for every hundred years you have lived, rounded down. (+1 for 100, +2 for 200, etc.) If failed, your exhaustion is lifted and you suddenly become frenzied, wanting to drink blood until your hunger is fully satisfied. You gain 10 movement, as well as advantage on Strength and Dexterity checks and saving throws for the duration of the frenzy. Before each additional attack you make, you may roll another wisdom save to attempt to come to your senses. When one minute passes, your frenzy automatically ends. If you fail to drink blood within that minute, regain your previous exhaustion level, +1.

Bite. All vampires have sharpened teeth capable of draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled creature within 5 feet of you has blood, you may use your action to Bite them. Bite attacks roll for Dexterity and deal 1 piercing damage. Draining the target’s blood additionally deals 1d4 necrotic damage, reducing max HP by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Drinking blood this way is equal to consuming a vial of blood as per your Bloodthirst trait.

The necrotic damage for your Bite increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). At higher levels you may make the choice to drain less blood and lifeforce if so desired, choosing to roll a lesser amount of dice.

Sanguine Thirst. Select a playable race and a blood type from the Favored Blood chart. Blood that matches both traits is the blood you covet most.

When encountering a NPC or PC, you may choose to roll a 1d4 (or 1d8) on the included chart to determine their blood type through smell. You do not need to see the character to determine their blood type, but you must both be in the same room and at most 15 feet apart.

Drinking blood from a person of your favored race and blood type heals you for a bonus d4.

Feast of Blood. When you drain blood with your Bite trait, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

However, if you use your bite more than once before taking a long rest, make a wisdom saving throw. If you fail, your composure is lost and on your next turn you must take the action to attack the person closest to you with a bite attack. (If several people are in equal range, roll a die to decide who you attack.) On your next turn you may make another wisdom saving throw to regain composure.

Blood Sense. If blood has been spilled nearby, you can smell it within 120 feet. Within 30 feet, you can identify what kind of creature the blood is from, as long as you have drank blood or seen it spilled from the same species or race of creature in the past year. Upon succeeding, you also learn the blood type if the blood comes from someone of a playable race.

If the DM determines that you have drank blood from this creature sometime in your life but likely not recently, make a history check to recall. You always have a general idea of how long ago the blood was spilled.

Undead Physique. If you are knocked unconscious by a wound, you appear dead to those who are unaware of your condition. You do not need to roll death saving throws, as you are undead. An ally feeding you blood will bring you back to consciousness immediately, healing you for 1d4+1.

Although you cannot die from death saving throws, if healed in this state by a spell or potion, you take damage instead. Additionally, you still take damage from any Vampiric Weaknesses that would cause you damage. If you take damage equal to your max HP while unconscious via either of these means, or if you are decapitated, your body is destroyed.

Otherwise, taking any damage twice the amount of your max HP destroys your body.

If you are left undisturbed for 24 hours, your body slowly regenerates and you regain consciousness without any aid, awaking at 1 hit point.

Languages. You know all languages you knew in life, as well as one more language for each 100 years you have lived.


Vampiric Weaknesses

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. You are affected by the following weaknesses unless your DM rules otherwise:


Forbiddance. You can't enter any private residence without some kind of invitation from one of the occupants. Public buildings such as taverns, halls, churches, et cetera are able to be entered freely, as long as nothing else bars you from doing so.

Unholy Presence. Despite your alignment, you are affected by spells such as protection from evil and good and detect evil and Ggood, just as any other undead.

Running Water. Your flesh is torn apart if submerged in running water. Take 10 acid damage when you end your turn in running water, such as streams, rivers, or oceans. Still water does not have this effect (undisturbed ponds, baths), and nor does rain.

Sunlight Hypersensitivity. You sear and burn in the light of the sun, your flesh immolating. If you end your turn with any skin exposed to direct sunlight, you take 5 radiant damage. You also have disadvantage on any attack rolls and ability checks while your skin is exposed to sunlight.

Holy Blessings. Items such as holy water and blessed weapons deal bonus damage to you, as long as the item deals radiant damage or was made with the intention of harming undead or evil creatures. You may feel physical discomfort or take radiant damage when entering holy buildings, or speaking prayers, depending on the power of these places and words.

Stake to the Heart. If a piercing weapon made of wood is driven into your chest, you become paralyzed until the stake is removed. If this attack reduces your HP to 0, you are instead destroyed.

Decapitation. Vampires are regenerative, but even they cannot come back from a decapitation. If you are immobilized or unconscious, a creature knowledgeable about hunting vampires might attempt to rid you of this world via this method.


Favored Blood

Most vampires prefer blood from a specific playable race, and sometimes a blood of a specific blood type. because real world blood types may not be officially discovered in your campaign, consider using the proposed vampiric classifications of Waning (B), Waxing (A), Full (AB), and New (O). Optionally, you can include Bright/ened (Positive) and Mute/d (Negative).

Blood type of a NPC can be determined by rolling a 1d4 (or a 1d8 if including positive and negative blood types). You may not choose a party member’s blood type for them, or request them to choose one. As with any other character, if you want to discover a party member’s blood type, roll a 1d4 (or 1d8) to detect it. If a character matches both race and blood type, you gain a bonus 1d4 of healing for drinking their blood.

If you try to detect the blood type of an undead, construct, or any other creature that does not have blood, upon observing them you realize that they do not have blood flowing through their body.


d4 Blood Type
1 Waning
2 Waxing
3 Full
4 New
d8 Blood Type
1 Bright Waning
2 Mute Waning
3 Bright Waxing
4 Mute Waxing
5 Brightened Full
6 Muted Full
7 Brightened New
8 Muted New


Vampiric Affliction

To become a vampire, one must have their blood drank by a vampire, and then have the blood fed back to them via a wound on the vampire’s body, the blood changed by the vampire’s necrotic flesh.

Vampires do not have blood of their own. In order for any blood to flow through their veins, a vampire must drink several pints of their victim’s blood. Because of this, turning a mortal into a vampire can be challenging for fledgeling vampires, often accidentally killing the mortal in the process.

Elder vampires guard information on the vampiric affliction closely, not wanting fledgling vampires to have the knowledge to turn others.

Vampiric Affliction

To become a vampire, one must have their blood drank by a vampire, and then have the blood fed back to them via a wound on the vampire’s body, the blood changed by the vampire’s necrotic flesh.

Vampires do not have blood of their own. In order for any blood to flow through their veins, a vampire must drink several pints of their victim’s blood. Because of this, turning a mortal into a vampire can be challenging for fledgeling vampires, often accidentally killing the mortal in the process.

Elder vampires guard information on the vampiric affliction closely, not wanting fledgling vampires to have the knowledge to turn others.


Vampiric Origin

No one is born a vampire. Whether you chose your path yourself or someone chose it for you, there is a story to be told. The chart below offers some options.

d8 Vampiric Origin
1 I was attacked at random one night. Before the vampire could finish me off, someone came to my rescue. To this day I envy my past self’s simple life.
2 I was kidnapped by a cult of vampires to be indoctrinated into their ranks. I managed to escape in time, but to this day I am still paranoid that they may be searching for me.
3 I accepted the tempting generosity of an elder vampire, not completely understanding the cost. My quest for power instead made me a slave to them for 100 years, before I finally found a way to kill them.
4 My loved one seeked out a vampire in order to save me from a terminal illness or crippling condition. Bemused by their boldness, the vampire agreed. Although I am glad to be alive, I can’t help but resent my loved one for the burden that I now carry.
5 I fell in love with a vampire, and they turned me so that we could be together until the end of time. My lover was recently killed by a hunter, and I will not rest until I find and kill them.
6 I was turned by a relative of mine, who is an elder vampire. I am proud to be a vampire, and genuinely believe that someday, our house will be the greatest in vampiric society.


Suggested Characteristics

When creating a Vampire 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.

d8 Personality Trait
1 I use slang that is long outdated, and I am told that my fashion sense tends to be a bit pompous.
2 People mistake me for clueless, as I know nothing of recent mortal history.
3 People often tell me that my intense gaze or stiff posture makes them uncomfortable.
4 It’s difficult to control myself among mortals, but they are much kinder than vampires.
5 I have an insatiable appetite for forbidden knowledge and magic.
6 After spending 100 years asleep in a crypt, I tend to be a bit socially awkward.
7 I over-explain things to the living, assuming they are less knowledgeable than I am.
8 I stare enviously whenever a mortal eats “real” food.
d12 Ideal
1 Revenge. I was cast out by the elder vampire of my clan. I will make them regret it.
2 Repentance. I have left my violent past behind. I only drink blood willingly given to me.
3 Justice. I use my enhanced senses to kill other vampires, sickened by their evil deeds.
4 Change. I believe the living can live alongside us as equals, if only we communicate.
5 Domination. Mortals are beneath me. With my superior knowledge, I deserve to rule them.
6 Curiosity. Mortal society advances so quickly. I’m always excited to see what they do next.
7 Order. Careless vampires who risk drawing attention to the rest of our kind must die.
8 Honor. I give any meal of mine a chance to fight for their life.
9 Independence. No society’s rules can bind me, mortal or otherwise.
10 Greed. A life of luxury is the only life for me, and the living will pay its price.
11 Charity. I will atone for my sins by helping mortals wherever I go, until I meet my end.
12 Creativity. Now that I am immortal, I can perfect my artistry beyond mortal limits.
d8 Bond
1 My clan has been recently disgraced, but I will return it to its former glory.
2 I was greatly wounded by vampire hunters, but a mortal took me in. Since that day, I have vowed to change my ways.
3 I am searching far and wide for the cure to vampirism.
4 I will kill the elder vampire/vampire hunter who wiped out my clan if it’s the last thing I do.
5 I am in love with a mortal, who has been kidnapped by a powerful vampire lord. I fear for their life and will do anything to save them.
6 I aim to create an army of vampires loyal to me, but first I must discover how to pass on my affliction.
7 I aim to be the most famous vampire in history, spreading my name through gore and violence.
8 WIP
d8 Flaw
1 When I was newly turned, I bargained that I could control myself around my mortal family. That mistake haunts me to this day.
2 If I catch wind of someone with my favorite blood type, it’s only a matter of time before I bite them.
3 I am hunted by vampiric society, and as such I am paranoid of those around me. I dislike staying in one place for too long.
4 I am reluctant to befriend and interact with mortals— they die much too easily.
5 I use my charm to bed beautiful mortals. I’ve unfortunately lost control and drained a few dry, but surely I’ll get it right next time.
6 I do anything my elder vampire asks of me, afraid that they may destroy me.
7 I resent mortals for hunting me, and vampires for making me what I am.
8 Manipulating mortals isn’t something I feel bad about— they are inconsequential beings.



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