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Vampire Race Details

On the outskirts of a rural city perched on a hillside, a cloaked figure watches as a middle aged man
staggers out of the local Tavern. The drunk slowly makes his way along the road en route to his home.
As the cloaked figure follows the man with sorrowful eyes, Ivory canines begin to protrude past the
bottom lip while saliva slowly drips down a pale chin. The next morning, a little girl wakes up to her
Mothers shrieks filling the house following urgent rapping on the door.

“Don’t underestimate the allure of Darkness. Even the purest hearts are drawn to it.”
— Niklaus Mikaelson

All seek happiness. This is without exception. Whatever different means they employ, they all tend to
this end. The cause of some embracing darkness, and others fighting it, is the same desire in both,
attended with different views.
The Undead
Vampires are pale, humanoid beings who are neither dead nor alive. They are Undead, feeding from the
life force of living things. They have dark, even reddish eyes and long, sharp fangs that can be retracted
at will. They are known for their strength, speed, and charm, which can be a very deadly combination.
Apart from their gained undead appearance, they look very similar to whatever they looked like in life.

Unholy Creation
Humanoid creatures are turned when a Vampire bites it, that creature is buried in the ground, and then
rises the next night. The result of this process is a Vampire Spawn, which is not a true Vampire. Vampire
Spawn are pawns of the Vampire that turned it, and are completely under the control of their sire. But, if
a Vampire Spawn drinks the blood of a True Vampire, it will then become a True Vampire like the one that
turned it.
The Vampire
Level Bite Attack Features

1 1D6 Bite Attack

3 2D6

5 3D6 Healing Blood

7 3D6 Blood Manipulation

9 4D6 Creatures of the Night

12 4D6 Compulsion

15 5D6 Multi Attack

18 6D6 Flight

10 6D6 Legendary resistance


Vampiric Feats
Vampires learn these as they become better acquainted with their new Immortal form.

Bite
At 1st level, you can use your sharp fangs to inflict damage. One willing creature, or a creature that is grappled by
the Vampire, incapacitated, or restrained. Hit: 2d6+DEX piercing damage plus 2d8 necrotic damage. The amount of
bite damage increases as you gain levels. The target's hit point maximum is reduced by an amount equal to the
necrotic damage taken, and the Vampire regains hit points equal to that. The reduction lasts until the target finishes
a long rest. You may use your bonus action to drink their blood dealing 1d12 damage. This also satisfies your need
for blood. A humanoid slain after being bitten, and then buried in the ground will rise the following night as a
Vampire Spawn.

Healing Blood
Starting at 5th level, your immortal nature is imbedded in your blood, making your Vampire blood able to heal any
living creature by 1d20+CON.

Blood Manipulation
When you reach 7th level, your knowledge of organic processes and experience with your victims life blood grants
you the dark magic ability to siphon out your targets blood (if they have an open wound) and mold it into any solid
construct. This action deals 1d12 damage. The construct becomes liquid if the target dies
king of the Night
Beginning at 9th level, your relation to dark creatures gives you power over weaker creatures of the night. As
an action you can call 2d4 swarms of Bats or Rats at night time, or 3d6 wolves if outside. The creatures arrive in
1d4 rounds and obey your spoken commands.

Compulsion
When you reach 12th level,The Vampire can control the mind of another simply through eye contact. The target must
succeed on a DC 17 Wisdom saving throw or be compelled by the Vampire. Compelled beings usually follow the
instructions given to them to the best of their ability, and are willing subjects to the Vampire's bite attack. Some
species of naturally occurring herbs can prevent compulsion.

Multi-Attack
At 15th level, the deadly and frightening reputation that proceeds you gives you the ability to make two attacks, only
one of which can be a bite attack.

Flight
At 18th level, you gain the ability to Fly.Your Flying speed is 60 feet.
.
Legendary Resistance
When you reach 20th level, because you are king of the night, if a you fail a saving throw, you can
choose to succeed instead. 1/day
Vampire Traits
Vampirism is a curse, however some of the traits that are gained may make one rethink if its
really that terrible.

Ability Score Increase


Your Charisma, Dexterity and Strength scores all increase by 1.
Age
Vampires are Immortal, and do not age a day from when they were turned.
Alignment
Becoming a Vampire is either by choice, or accident. A pious man seeking immortality, or an Elf desiring
power to rule are some scenarios that can turn one into a Vampire. Or even a Half-Orc being in the wrong
place at the wrong time could turn into a night of new found immortality. No matter how one came to be a
Vampire, after some time of dwelling in darkness, evil might be the easiest thing to cling to. However, with
strong enough will, one could maintain their values and remain the alignment they had in life.
Size
There is no change in your size once becoming a Vampire.
Speed
Your base walking speed is 45
Superior 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 discern color in darkness.
Undead
You are an Undead creature.You are resistant Necrotic damage but vulnerable to radiant damage. You also
need 1 ration of blood every 5 days or your body begins to cease functioning. On the 5th day without blood, the
Vampire is unable to heal and takes 1d20 of damage every hour and rolls disadvantage on everything. If the
Vampire drops to 0 hit points from this, they are paralyzed until force fed blood. Then they regain 1d20 hit
points taken from loss of blood and no longer roll disadvantage.

Languages
You know the languages known in life.

Sunlight Hypersensitivity
Because of the corpse a vampire resides in, sunlight burns any skin it comes into contact with. A Vampire
takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack
rolls and ability checks.

Forbiddance
Luckily for every living creature, a Vampire can not enter a residence without an invitation from the owner.

Stake to the Heart


If a piercing weapon made of wood is driven into the Vampires heart, the Vampire begins to desiccate and is
paralyzed until the stake is removed. However, if this happens when a Vampire is at 0 hit points, they
spontaneously combust and are destroyed. The soul of the Vampire leaves the burning corpse and seeks its
final resting place. It may be captured and used as a component to a spell.
FIN
RACE BY CARZAN
DETAILS BY AZWARWOLF

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