Vampiređź”’
Vampiređź”’
Often described as hypnotically beautiful, Vampires are a medium bipedal humanoid race. They can have a variety of skin and hair colors but all those born vampires share a distinctive blue-violet eye color with star shaped pupils. A trait that gives them True Darkvision but also makes it impossible to set foot in the sun. Like elves they have long pointed ears but are noted as being wider and slightly lower set. Vampires also have and elongated top and bottom incisor teeth.
Associated with death and darkness, the vampiric sensitivity to light kept members of the race shrouded in mystery to outsiders for most of their history. Partly because their strong magical aura effects the land the longer they stay in one area. And partly due to the vampire's necessity to feed off more then just food. All vampires have a specific kind of hunger they must satiate. Vampires can go for significant periods without feeding their hunger but only at the risk of loosing themselves when it grows to intense. Loosing themselves to their hunger also poses the risk of creating Thralls. You can choose one of the following Hungers.
d6 | Hungers |
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1. | Blood |
2. | Raw meat or living Flesh |
3. | Magical Energy |
4. | Psychic Energy |
5. | Dreams or Nightmares |
6. | Life Energy |
Vampire traits
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Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
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Type. Humanoid
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Size. Medium
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Speed. Your base walking speed is 30 feet.
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Vampiric Resistance. You have resistance to necrotic damage.
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True Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light or in darkness without issue. While in sunlight you have disadvantage on Attack rolls, ability checks and will take you take 20 radiant damage each round you stay in sunlight.
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Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
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Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0 and the creature is transformed into a thrall.
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Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
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Mental Connections: While you are within 100ft of your Thralls you can communicate telepathically. As an action you can see through your Thralls eyes, hear what they hear, or gain access to any special abilities of the Thrall. A Thrall acts independently but a as an action you can attempt to use the Suggestion spell with Charisma as the modifier. On a failed save the Suggestion spell works the same as if you used magic to cast it.
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Dark Shroud: As a vampire you are capable of powerful magic, some of which is beyond your control. A creeping fog tends to gather anywhere you stay for more then 2 days and blocks out the sun in a 50 ft. radius. For every day you stay in a space once the fog gathers, it will grown by an additional 50 ft. and get darker. Eventually blocking any light from reaching you.