Vampire, Variant (5e Race)
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Vampires are typically said to be of pale skin and range in appearance from grotesque to preternaturally beautiful, and have an inability to cast a reflection or shadow. Perhaps their most dominant trait is their Fangs. They're eyes are unnaturally Crimson colored.
Undead are not born, and vampires are no exception to this. When a creature dies and rises as a vampire or vampire spawn their race becomes this one, It is a common misconception that being bitten by a vampire can turn you into one. When in practice it only, kills you, warping your body and mind into a creature of evil, a vampire spawn and as such a slave to the true vampire that killed you. It is only by drinking the blood of the vampire that turned you can a vampire spawn then become a vampire. Though, few vampires are willing to relinquish their control in this manner.
vampires are considered evil like a lich because the church views them as a slap in the face of God and they tend to murder a lot for blood and to make vampire spawns, but they can be any alignment they choose.
You start with 6 Flasks of blood. You start with a parasol/Umbrella OR hooded cloak OR a large hat, which has an effect that blocks all sunlight from touching you essentially reducing all sunlight to normal light that you are safe in, so long as your skin is blocked from sunlight in some way you have this effect.
First names: Any
Last names: Bloodfallen, Zarovich, Vondrack, etc. really any last name works
Ability Score Increase. Your Charisma score increases by 1.
Age. Vampires do not age the same as humans, they essentially live forever as long as they have blood
Size. Vampires size is similar that of its original race."
Speed. 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.
Undead. Your creature type is considered humanoid and undead, additionally you are resistant to Necrotic damage
Blood drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. 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. If you go for longer then one day without drinking at least one Pint of blood you must make a Wisdom saving throw or savagely feed on the first creature with blood that you see. Drinking a pint of blood will heal you for 2d4 + your Constitution modifier hit points. You can bottle blood, but when your bottling blood you roll a d20 + Wisdom(medicine), the maximum amount of blood you can extract from a body is 3 pints from a small creature, and 10 pints for a medium creature. Additionally Healing potions do not have a healing effect on you. To heal you must either drink blood, spend hit dice, or finish a long rest.
Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a creature within 5 feet of you has blood, you may use your bonus action to make a melee bite attack at them dealing 1d6 piercing damage. Draining their blood deals additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a pint of blood. When you use your Bite, you can choose to not deal bite damage, but necrotic damage applies after one pint of blood has been drained.
Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier
Languages. You can speak, read, and write Common, and any other languages you spoke before becoming a vampire.
Random Height and Weight
|4′ 5″||+1d12||80 - 130 lb.||× (2d4) lb.|
*Height = base height + height modifier
Stake to the Heart:
If a piercing weapon made of wood is driven into your heart while incapacitated , you become paralyzed until the stake is removed. 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 3d10 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight Undead:
You are vulnerable to Radiant damage, if Radiant damage brings you to 0 hit points instead of rolling death saves you instantly burn to ash and are unable to be resurrected by any means.
You can use your vampiric reflexes to dodge attacks and move with an unearthly grace and ease, gaining the following benefits:
You have a climbing speed of 20 feet.
While you are wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your proficiency bonus.
Your base movement speed increases by 5 feet.
Unless your head has been chopped off or you die from radiant damage instead of suffering death, you become indefinitely paralyzed. The only way to remove this paralysis is to be exposed to a minimum of a flask of blood.
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.