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Vampire - Variant

Ability Score Increase +1 Str, +1 Dex, +1 Con
Size Medium
Speed 30ft

Vampire Weaknesses Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a vampire spawn or a true vampire, you are affected by the following weakness unless specified otherwise:   Forbiddance: You can't enter a residence without an invitation from one of the occupants,True vampires may force their way inside taking 3d8 fire damage for every round inside of the residence   Running Water: Your flesh is torn apart in the presence of water, you take 20 acid damage when you end your turn in or above running water. This damage may not be reduced in any way unless you cross it in your coffinic structure,natural bridges allow you to cross a running river or the like,however manmade structures must be over 100 feet above the surface of the water.   Stake to the Heart: If a piercing weapon made of wood is driven into your heart while incapacitated in your coffinic structure, you become paralyzed until the stake is removed if you are a true vampire. However, if you are a vampire spawn, you are instead destroyed.   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 20 radiant damage. You may wear heavy hooded travelers clothes to negate the damage,however disadvantage on any attack rolls and ability checks when in direct sunlight.   Vampire Spawn Traits:   Age. Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.   Undead. Your creature type is considered to be both humanoid and undead.   Unholy Body. Dark magic sustains you, making you resistant to necrotic and poison damage, You are Immune to Fear or Charm effects. Healing potions do not have a healing effect on you. Instead, they deal Radiant damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest,you may optionally increase the poison resistance to immunity,however you would then be vulnerable to Radiant and Fire 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 seven days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you are destroyed.   A ration of blood is a vial, roughly 4 ounces and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask[3] is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each ration of blood heals you for 1d4+1 hit points while a pint will heal you for 2d4+2 hit points.   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 can't discern color in darkness, only shades of gray.   Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, 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. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.   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, instead of the bludgeoning damage normal for an unarmed strike.   Spawn. You are a vampire spawn and as such your will is circumvented by that of your true vampire master. There is little you can do in the way of resisting your master and can't take actions to harm them, however, you can pervert the intent of their commands by exploiting their poor wording. The knowing perversion of such a command though will often lead to your destruction if their master believes it to be so. Any attempt to go against you masters will or pervert their command requires you to make a DC17 Charisma saving throw at disadvantage.   Vampire Traits Whether you drank the blood of a true vampire as a vampire spawn or made a pact with a dark power, you have become a true vampire, gaining the following traits in addition to your vampire spawn traits, with the exception of your Spawn trait.   Ability Score Increase. Your Charisma score increases by 2.   Blood Connoisseur. As per your Blood Drinker trait, if you reach six levels of exhaustion due to this trait, instead of suffering death, no longer gain any more levels of exhaustion and become indefinitely paralyzed. The only way to remove this paralyze is to be exposed to a rations worth of blood.   Superior Darkvision. Your darkvision increases to 120 feet.   True Vampire. You gain a coffinic structure. In addition, you can now take vampire feats and you gain one of these feats of your choice.   Vampire Fangs & Talons. Your teeth might as well have been that of a child's before. The damage for your Bite increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). In addition, your claws lengthen and the damage for your Claws trait increases to 1d6.   Misty Escape. When you drop to 0 hit points outside of your coffinic structure, you transform into a cloud of mist instead of falling unconscious, provided you are not in an area of sunlight or running water. If you can't transform, you are destroyed.   While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage it takes from sunlight.   While you have 0 hit points in mist form, you can't revert to your vampire form. If you do not reach your coffinic structure within 2 hours, you are destroyed. Once in you coffinic structure, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your coffinic structure with 0 hit points, you regain 1 hit point.

Languages. Common, and one language it knew in life.


Created by

Greycoat.

Statblock Type

Race

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