Vampire (Pureblood)
Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 30ft
Names: Common include Vald, Dracula, and Lefu. Other names include things relating to darkness, death and blood.
Apperance: Even though many claim you can tell a Pureblood apart from any other Human, Elf, or Dwarf by they're pale skin, red eyes, and strange accents this a myth. They look identical to population they live in.
Age: Purebloods can live up to 550 years.
Alignment: Purebloods tend to lean towards Chaotic Evil but other form of Evil and Chaotic are not unheard of.
Size: Purebloods are between 5ft (1.52 m) and 7ft (2.13 m) tall and weight between 125 pounds (56.7 kg) and 200 pounds (90.72 kg).
Darkvision: Accustomed to living in the night, you have superior vision in dark and dim conditions. 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.
Bat Form: Purebloods have the ability to become a bat three times per long rest for up to 8 2d4 hours. This transformation causes armor to fall off and items to be dropped. When in this form they can only carry their str mod plus 3 pounds (1.36 kilogram) of items. This ability takes an action to be used and prevents casting as long as they stay a bat.
Pure Blood Line
The pure blood line grants extra abilities to the vampire as well as weakness. Choose two Virtues and two Sins.
Sins:
Lust: Their never ending youth and beauty makes them master seductors. Gain advantage on Cha checks relating to seduction and those with the attraction to your sex.
Greed: Purebloods always want more and best way to that is take from those who have it. Gain advantage on sleight of hand and in bargaining.
Sloth: Staring into a purebloods eyes one can feel their mind grow weak. After mind is completely gone it filled with nightmares. Once per rest cast sleep. Every five player levels add one spell level to sleep and gain one additional cast.
Gluttony: Their never ending hunger causes them to seek blood to feed on. Once per rest cast Vampiric Touch. At tenth level gain one more charge and cast Vampiric Touch at fourth level.
Wraith: Easy anger purebloods will strike anything in their way. Purebloods have the ability cause
1d4 necrotic damage as an unarmed attack. At 5th, 10, 15, 20 level add one d4.
Pride: Purebloods pride is so strong to refuse to let those weaker than them to harm them. Gain temporary Hit points equal to your Con modifier plus level once per long rest. This ability takes an action.
Envy: Purebloods believe that they must be the best looking creature thus giving the ability to cast Disguise Self once per long rest.
Virtues:
Chasity: The Gods have cursed purebloods for their lust by prevent them from being able to enter households, Inn Rooms, and other places of residents without permission.
Charity: Person with a big heart may be charitable but for Purebloods their heart is an easy target. Purebloods when hit with a piercing attack take an additional
1d4 damage.
Diligence: If someone takes the time and effort to find out a Pureblood real name they should have no trouble in killing it. When attacking a Pureblood whose name is known an attacker rolls with advantage.
Temperance: As a way to temper their strength the gods force vampires to become nocturnal terrors by causing sunlight to hurt them. While in sunlight, the Prueblood has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Patience: Due to Purebloods long life spans they choose to wait for flowing water to stop if they do not they take 1 + Current level of damage to cross flowing water.
Humility: If in a party Purebloods receive no benefits from healing spells or buffing spells if a party member is below half of their max hp.
Kindness: Their envy causes them to even jealous of the pain they cause to others deal
1d4 damage for any damaging touch spells or melee attacks that hit.
Languages. Common, Chatter