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Vampire Race

Ability Score Increase: Your Charisma, Dexterity and Strength scores all increase by 2.
Size: You keep the same size as the size you were in life.
Speed: Your base walking speed is 45 feet.
Alignment: Vampires tend to be Lawful Evil, but with certain exceptions this may vary.
Lifespan: Vampires are immortal, and can live for as long as they survive in the world.
Height: You keep the same height as you kept in life.
Weight: You keep the same weight as you kept in life.
Languages: You know the languages you knew in life.
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 colour in darkness.
Undead: You are an Undead creature. You have immunity to necrotic and poison damage,
and resistance to cold damage, and vulnerability to both radiant and fire damage. Healing
potions do not affect you, and spells that would heal normal creatures either have no effect,
or damage you for the total number of hit points they would normally heal for – at the DM’s
discretion. You are immune to disease, and you do not need to breathe. Instead of sleep,
when you take a long rest, if you stay still for 4 continuous hours, you gain all the benefits of
a long rest. This puts you in a meditative state, where you are not aware of your
surroundings.
Sustenance: You do not require food or drink to stay alive. In fact, all food tastes vile to you.
Make a Performance check each time you consume food in the presence of other creatures.
Bloodthirst: You need 1 ration of blood every day or your body begins to cease functioning.
Each day past the 1st until the 5th without blood, you gain one level of exhaustion, which can
only be reduced by drinking blood. On the 5th day without blood, the Vampire is unable to
heal, takes 1d20 points of acid damage every hour, and rolls disadvantage on everything. If
the Vampire drops to 0 hit points from this, it is paralyzed until force fed blood, at which
time it regains 1d20 hit points, and returns to normal.
Healing Factor: At the start of your turn, you regenerate a number of hit points equal to
your vampire level plus your Constitution modifier. You do not benefit from this if you took
radiant or fire damage, or bludgeoning, piercing and slashing damage from a silvered
weapon in the last round of combat. If you are reduced to 0 hit points, your healing factor
takes no effect.
Superior Strength: Your unarmed strikes deal 1d6 points of damage, instead of the usual
1d4. You can add either your Strength or your Dexterity modifiers to your attack and
damage rolls with unarmed strikes. In addition, you have black vampiric claws, which you
can sheathe and unsheathe as a bonus action. With your claws extended, your unarmed
strikes deal slashing damage instead of bludgeoning damage.
Sunlight Hypersensitivity: A vampire is, essentially, a walking, cursed corpse. Sunlight burns
any skin it comes into contact with. A Vampire takes 20 points of radiant damage when it
starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability
checks.
Running Water Hypersensitivity: A vampire takes 20 points of acid damage when it ends its
turn in running water, as the water tears the vampire’s body apart.
Forbiddance: A Vampire cannot enter a residence without an invitation from its 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. Nothing short of a wish spell or true
resurrection spell can revive the vampire.
The Vampire Race:

Level Bite Attack Damage Features


1st 1d6 Bite Attack
3rd 2d6 Compulsion
5th 3d6 Healing Blood
7th 3d6 Blood Manipulation
9th 4d6 Creatures of the Night
12th 4d6 Legendary Resistance
15th 5d6 Multi Attack
19th 6d6 Flight

Vampire Traits
Bite Attack:
At 1st level, you can use your sharp fangs to inflict damage. Target one willing creature, or a
creature that is grappled by the Vampire, incapacitated, or restrained. The target takes
1d6+Strength points of piercing damage plus 2d8 points of 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. The Vampire may use its bonus
action to drink the target’s blood, dealing an additional 1d12 necrotic damage, which does
not have the same effect as the initial necrotic damage. This also satisfies the Vampire’s
need for blood. A humanoid slain after being bitten, and then buried in the ground within 24
hours will rise the following night as a Vampire Spawn under the Vampire’s control.
Your bite attack reveals your nature to all within 60 feet of you who can see you, and a
creature who survives your bite is immune to the necrotic damage it causes, and their blood
is unable to be drunk from again, for the next 24 hours.
Compulsion:
At 3rd level, The Vampire can control the mind of another simply through eye contact.
Choose a target within 15 feet of you. The target must succeed on a DC 16 Wisdom saving
throw or be compelled by the Vampire for 1 hour. Compelled beings usually follow the
instructions given to them to the best of their abilities, and are willing subjects to the
Vampire's bite attack. Some species of naturally occurring herbs can prevent compulsion,
such as the Clearmind Herb. Once compelled, the target is immune to further vampiric
compulsion for the next 24 hours. Once this effect ends, the target does not know it has
been compelled.
Healing Blood:
Starting at 5th level, your immortal nature is imbued in your blood, making your Vampire
blood able to heal any living creature by a number of hit points equal to 1d12 plus your
Constitution modifier.
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 mould it into any solid construct that can fit within a 5-foot cube.
This action deals 1d12 necrotic damage. The construct becomes liquid if the target dies.
Creatures 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.
They retreat if you are reduced to 0 hit points.
Legendary Resistance:
When you reach 12th level, 3 times per day, if you fail a saving throw, you can choose to
succeed instead.
Multi-Attack:
At 15th level, the deadly and frightening reputation that precedes you gives you the ability
to make two attacks, only one of which can be a bite attack.
Flight:
At 19th level, you gain the ability to fly. No creature is safe anymore. As a bonus action, you
may sprout bat-like wings from your back, giving you a flying speed of 60 feet.

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