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VAMPIRE

Ability Scores. Choose any +2, choose any other +1

Speed. 35 feet, plus climbing speed equal to that.

Size. Your size is Medium.

Alignment. An overwhelming majority of vampires are Evil due to their intense hatred and jealousy of the
living. They are evenly split between Lawful and Chaotic as some cling to a personal code of conduct while
others revel in the carnage they cause. As always, there are exceptions but there is truly only a handful
Good vampires.

Languages. You can read, speak and write Elvish and one other language that you and your DM agree is
appropriate for your character.

Though your body is no longer mortal, it is not immune to decay. You must regularly consume the lifeforce
of the living – blood, in order to maintain your withering body. Due to your undead nature, you suffer the
following traits:

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 discern colors in that darkness as shades of gray.

Beyond Death. You are immune to disease and you do not eat or breathe. You cannot ingest food as your
digestive system is non-functioning. If you try to ingest food, you must pass a DC 17 Constitution Saving
Throw. On a success, you will have enough time to retreat into a quiet place and vomit out the food there.
On a failure, you will violently regurgitate the food immediately.

Undead. Your creature type is normally Humanoid, but you are regarded as Undead for the purposes of
spells and abilities that can locate the undead creature type.

Unhallowed Slumber. You do not sleep like living beings do. Instead, your body slows down and you
become tired as the sun rises and must find an enclosed place to rest such as a coffin or burying yourself
in a shallow grave. To gain the benefit of a long rest, you must remain there until sundown. You may
attempt to force yourself to stay awake during the day, but this requires a DC 15 Constitution Saving
throw. On a failed save, you fall into slumber immediately (potentially deadly if outside) and on a success,
you may continue to operate during the day (sunlight is still deadly, however). If you did not slumber
during the day, come evening you gain 1 point of exhaustion and you lose twice the Resentia Point you
would’ve normally lost due to waking up.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make
an ability check.

Unholy Creature. You are resistant to necrotic damage, but healing magic or potion has no effect on you.

Sunlight Hypersensitivity. Being a child of Luna, you thrive in moonlight but your unholy body shrivels and
sears in the oppressive light of the sun. You take 20 radiant damage when you start your turn in sunlight.
While in sunlight, you also have disadvantage on attack rolls and ability checks.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are
Incapacitated, you are Paralyzed until the stake is removed.

Spawn. You are a fledgling vampire and as such, you are bound to your progenitor. The vampire who has
raised you is your master and your free will is severely limited when dealing with them. You cannot directly
cause harm to your master and must obey their word, but you can theoretically pervert the intent of their
commands, for example by exploiting poor wording. Any such defiant action requires a DC 18 Charisma
Saving Throw. On a failed save, you continue obeying as you well should. To be rid of this bond, one has
to inflict a Final Death onto their master by draining them of blood completely.

Vampire Superstition. There are hundreds of stories about vampires prevalent throughout human
folklore and each has a completely different way of scaring off a vampire. There is not a singular method
of dealing with vampires, though many vampires are susceptible to some folk remedies, seemingly purely
because they themselves believe in them. You must choose one superstition you are susceptible to from
the list below:

White Rose. Sight or scent of white roses has a maddening effect on you. You must pass a DC 17 Wisdom
Saving Throw. On a failure, you become Frightened of the roses and must use all your available actions,
reactions, movement and bonus actions to run as far away from the roses as possible.

Garlic Aversion. The scent of garlic is nauseating to you. Whenever you are within 10 ft. of a clove of garlic,
you suffer disadvantage on all attack rolls and ability checks.

Forbiddance. You cannot enter a residence without an invitation from one of the occupants.

Running Water. You take 20 acid damage if you end your turn in running water.

Animal Repellant. Choose a common household pet or farm animal. These animals are repulsed by you
and will become agitated and flee if you are within 60 ft. of them. Mere presence is enough, the animals
will sense you even if you are hidden and/or invisible.

Silver Hypersensitivity. You are particularly susceptible to silver. You are considered vulnerable to weapons
made from silver and as such, take double damage from them.

Resentia. You are dependent on the lifeforce of living humanoids to sustain your own unlife. But it is not
merely sustenance you are after. You harbor a deep-seated hatred for the living, for they continue to live
and thrive and you do not. You can channel this resentment into strength needed to punish the living. You
have a pool of 6 Resentia Points. You can replenish Resentia by draining someone of blood using your Bite
Action (to replenish Resentia, it has to be fresh lifeforce, a vial of blood can sustain your body, but not
your blood rage). You lose 1 point of Resentia each evening when you wake up from your daily slumber
(as described earlier, you lose double – so 2 – points of Resentia if you did not slumber during the day –
slumber is important as your unholy body does not require as much blood while resting as it does while
you strain it!). Should your Resentia fall to 0, you enter a deep coma-like state. While in such state, you
are Incapacitated and are unaware of what goes on around you and will remain in it unless fed enough
blood to regain 1 Resentia Point.
You can use your Resentia points in the following ways:

Rejuvenation. The blood within you begins rapidly restoring your body. As a bonus action while not in Bat
Form, you can expend one Resentia Point to roll one of your Hit Dice and heal yourself for that amount.

Shapechanger. As a bonus action, you can spend 3 Resentia Points to turn into a Tiny bat for 1 minute,
provided you are not in sunlight. While in bat form you can't speak, your walking speed is 5 feet, and you
have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything
you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if
you die.

Unnatural Charm. As an action and while not shapechanged, you can expend 4 Resentia Points and 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 half your proficiency modifier before you must complete a long rest before using it again.

Graceful Escape. As a reaction after taking damage from a melee attack while you are not in Bat Form,
you can expend 2 Resentia Points to move up to half your speed without provoking opportunity attacks.

Blood Sense. As an action while not shapechanged, you can expend 1 Resentia Point to enhance your
sense of smell to be able to accurately pinpoint sources of blood. Until the end of your next turn, you
know the location of any creature with open wounds within 30 ft. of you that is not behind total cover. If
you expend another Resentia Point, you can focus even further. In such case, you can also discern race
and general state of mind of the creatures (anything that could be gleamed with an average Insight check
such as them being scared, confident, friendly or hostile)

Bite. As a vampire, your fangs are elongated and fully capable of tearing flesh from bone and more
importantly of draining blood from a body of a humanoid. If there is a creature within 5 feet that possesses
blood and is either is grappled by you or is willing, paralyzed, charmed, incapacitated or restrained you
may use your bonus action to Bite them dealing 1d6 piercing damage and draining their blood dealing
additional necrotic damage equal to your Constitution modifier plus your proficiency modifier (minimum
1 necrotic damage). You may use Strength or Dexterity for this attack.

Drinking blood in this way restores one Resentia Point. If you fail to inflict necrotic damage by using this
feat, you fail to extract any blood.

Claws. In addition to your fangs elongating, your claws have become sharpened and deadly natural
weapons that you can use to make unarmed strikes. You may use your Strength or Dexterity modifier for
your attack and damage rolls with your claws. If you hit with them, you deal 1d4 slashing damage instead
of the bludgeoning damage normal for an unarmed strike.

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