Vampire, Hellsing (5e Race)
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Vampire
Unlike other races, you were not born this way, but instead created. You still keep all non-contradicting racial feats from your previous race.
Physical Description
Vampires for the most part maintain their original appearance, however a few differences are notable, mainly being: their teeth sharpening into fangs, their skin lightening in tone, and when a Vampire Spawn rages their irises change to be red, and True Vampire's irises change to red permanently.
History
Vampires of this type originate from a curse granted to an individual on death's door by a god, offering them the power to slaughter their enemies in exchange for drinking of the blood from those already killed around them. From that point it has spread from this first individual, alongside a few other's cursed over the years in the same manner.
Vampire Traits
A subrace to be taken in addition to another race when becoming a Hellsing Vampire
Ability Score Increase. Your ability scores do not change when you become this race.
Age. Vampire's are effectively immortal and will not die or suffer any effects from old age.
Alignment. A Vampire Spawn tends to vary on the scale, but when becoming a True Vampire creatures tend to shift towards more chaotic and neutral or evil.
Size. Your size shall be determined by original race
Speed. Your base walking speed shall be determined by original race. At level 3, you gain the ability to move up, down, and along vertical surfaces, as well as across ceilings, leaving your hands free.
Transformation. This race cannot be used as a character's original race, your character becomes this race in addition to the previous race when you take a level in the Vampire, Hellsing Class.
The Hunger. You require at least 1 vial worth of fresh blood (less than 5 day old) from your original race once per day. If you do not do so you will gain 1 point of exhaustion starting at every sunrise until you consume 1 vial worth of blood, at which point all exhaustion shall be removed. Exhaustion can not be removed by long rests, and can only be removed by this racial trait. Blood can be stored. As long as it is kept in a cold place, it will remain fresh (if the blood is 3 days old and placed in a cold place, it will be 3 days old while it is inside).
Undead. Your creature type in addition to what your original race specifies is also Undead (You have advantage on saving throws against disease and poison, and you have resistance to poison and necrotic damage. You don't need to breathe. Magic can't put you to sleep.)
Unholy Rest. Unless you are sleeping in a coffin with at least 1lb of the soil from your birthplace in it, your exhaustion level will increase by 1. You can finish a long rest in 4 hours if you spend that time in a coffin.
Masters Link. You consider the vampire who turned you to be a dear friend and your master. All commands they give you will be compelled to follow, only able to resist a command once a day with a DC 20 wisdom saving throw. As a free action you or your master can non-magically come under the effects of a telepathic bond. If you are a True Vampire you no longer feel compelled to follow their commands, although your initial disposition due to this trait shall still remain unless something happens to change that.
Fangs. You gain a set of fangs you can use to bite others and drink blood with. You can use them to make an unarmed strike using your strength or dexterity modifier for the attack and damage roll, dealing 1d6+4 piercing damage on a hit.
When you attack with this bite and hit a creature that is not a Construct or Undead, you can strengthen yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage you dealt with your bite. (original creator recommends not using for balance)
- You gain a bonus to the next ability check or attack roll you make. The bonus is equal to the piercing damage you dealt with your bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Unholy Creature. You have vulnerability to radiant damage. If you come into contact with running water or start your turn in one, you take 1d4 worth of acid damage per every 2 levels in the Vampire, Hellsing Class. You are also vulnerable to damage dealt by silver weapons. If you are a True Vampire, you take acid damage from any source of healing outside of the Vampire (Against spell save DC, wisdom save), Hellsing class. True Vampires also do not heal from long rests, short rests, or hit die. Despite normal spell restrictions, this race can be targeted by spells that normally cannot target undead.
True Death. If you are a True Vampire. You can only be killed when below 0 hp and with a rod (any material) or silver weapon stabbed through your heart. In this case you can not roll death saves and immediately die. Any damage dealt to your heart not with a rod shall near instantly heal. Otherwise when reduced below 0 hp, you are considered to be incapacitated until raised above 0 hp. (recommended to use this with a negative HP rule, so keep counting HP below 0, alternative nerf is to allow for decapitation to also trigger the effects of True Death)
Eternal Endurance. You cannot gain the 6th point of exhaustion, if you are the True Vampire Subclass of the associated Vampire, Hellsing Class, you cannot gain the 5th point of exhaustion. Your carrying/lifting capacity increases by 10x the final value, and for True Vampire's it changes to 100x the final value instead.
Languages. You can speak, read, and write what your previous race gave you
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