Vampire Race

by RogueKnight47

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Vampire

Vampires were one of the most feared and powerful undead creatures in Toril.

Description

A vampire is an undead creature. A humanoid or monstrous humanoid can become a vampire, and looks as it did in life, but with paler skin, haunting red eyes, and a feral cast to its features. A new vampire is created when another vampire drains the life out of a living creature, or when a living creature is killed by its Energy Drain. Vampires are drawn to feed on the blood of the living, and can only survive on blood (normal food and drink do nothing for it and cause it to forcefully vomit it up within moments), obtaining it in any way they possibly can. They do not cast shadows, nor do they possess a reflection.

A vampire can be of any evil alignment, and if its alignment was not evil in life, it becomes so in undeath. A vampire retains all the abilities it had in life, and also becomes super-humanly strong, fast, and durable. It also gains the ability to drain blood and life energy, and to dominate other creatures with its gaze. Vampires gain the ability to shapeshift into a Dire Wolf, Wolf, Bat, Dire Bat, and a Gaseous Form. A vampire can also command rat swarms, bat swarms, and wolves. Despite their many strengths, vampires have a multitude of weaknesses and limitations that cannot be overcome, no matter how old the vampire is. While this may cause problems for the vampire, it provides some comfort for the living who face these creatures.

All vampires are bound to their coffins, returning to them when they are brought down to zero hit points (rather than being destroyed like other undead). This time period is critical however, the vampire though forced into its gaseous form and immune to any form of damage (Note, this only occurs when they are brought to zero hit points, not when it can change at will) has a limited amount of time to arrive at its coffin or be destroyed permanently. Even while it is at rest in its coffin, it is helpless for one hour while it reforms again, and then can heal normally. Because of this, many vampires have special defenses to protect them and their coffins. Common examples of this are having weaker undead as guardians, traps (both magical and mundane), or by simply placing their coffin in a room where only someone in gaseous form could enter.

Garlic will keep a vampire at bay, as well as prevent it from entering a room or building laced with garlic. Staking a vampire does not destroy it, however it paralyzes the vampire, rendering it helpless until the stake is removed. Primarily this tactic is used in conjunction with more efficient disposal methods, such as exposing it to sunlight or beheading. Additionally, Vampires are repelled by mirrors (as they lack a reflection) and cannot attack someone wielding a mirror. Those of strong faith can repel a vampire with a holy symbol, the effects are the same as when one wields a mirror. Vampires cannot enter a private home unless they are invited in by the owner, or by someone with the authority to do so. Once invited in, they may come and go as they please. Public places (such as inns and taverns), require no invitation for a vampire to enter, because by definition, they are open to all. Silver weapons and magical weapons can hurt a

vampire if one possesses such a weapon and is brave enough to fight these monsters.

There are two known efficient ways to destroy a vampire permanently. One, is to immerse a vampire in naturally running water (such as a river). Doing this causes it to lose one third of its hit points each round until it is finally destroyed (in other words, it can only survive for three rounds). The last, is exposing the vampire to direct sunlight. Upon first exposure, the vampire is disoriented and can only make a single move action, or attack action before it is destroyed utterly.

In some rare circumstances, a vampire consumes enough blood to be mistaken for a human. Then in even rarer cases, they breed with a humanoid or monstrous humanoid, creating a Half-Vampire. This unholy creation also occurs when a pregnant mother survives a vampire's blood drain attack and the child is tainted in the result.

Master Vampires are vampires that have perfected the art of taking spawn, and as a result, can lead gangs against their enemies. They usually have one spawn that is much better than the others, due to their Master's Chosen ability. However, all of a master vampire's spawn are better than the norm; stronger, faster, and more numerous.

Societies

Vampires as a whole, do not have an organized society or rules they must live by, nor do they have clans that dictate their abilities or attitudes. Many are solitary, preferring to hunt in solitude and "live" out their existence as they see fit. They do not have a rule about exposing themselves to mortals, but many generally keep their condition a secret if they are living amongst mortals or do not wish to compromise a position.

It isn't uncommon for a vampire and a group of spawn to travel around together, or create their own "society" and laws they live by. Generally however, vampires care little for their own spawn, using them as a mortal uses a tool.

Despite their belief that they are superior to all other forms of life, they can work with, or even for other evil beings if it benefits them in some way. These can range from other intelligent undead, evil dragons, demons, devils, and evil humanoids.

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Vampire | Background

Vampire Race

Vampire Traits

Vampirism is a curse, however some of the traits that are gained may make one rethink if its really that terrible.

Ability Score Increase. Your Dexterity and Strength scores increase by 1 and one other score of your choice.

Age. Vampires are Immortal, and do not age a day from when they were turned.

Alignment. Becoming a Vampire is either by choice, or accident. A pious man seeking immortality, or an Elf desiring power to rule are some scenarios that can turn one into a Vampire. Or even a Half-Orc being in the wrong place at the wrong time could turn into a night of new found immortality. No matter how one came to be a Vampire, after some time of dwelling in darkness, evil might be the easiest thing to cling to. However, with strong enough will, one could maintain their values and remain the alignment they had in life.

Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. 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 than 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 one level 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 is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. In order to take the blood and use it in a vial or flask the target must be alive while attempting to take their blood. You must make a DC 12 on a Wisdom (Survial) Check to be able to get the amount of blood into the vial or flask. Each ration of blood heals you for 1d4+1 hit points while a pint will heal you for 2d4+2 hit points. With this you must have harvested the blood within the last 8 hours in order to be able to use the blood to either heal you or suppress your less civilized behavior.

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.

Not of this World. Your creature type is considered to be both humanoid and undead. You have resistance to necrotic damage, but healing potions do not have a healing effect on you. Instead, they deal poison 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.

Languages. You can speak, read, and write Common and Infernal, as well as one other language of your choice, that you knew in life (this can not be an exotic language).

Natural Weapons. As a Vampire you are able to use your claws and teeth to make attacks against creatures.

  • Bite. You can use your sharp fangs to inflict damage on a willing creature, or a creature that is grappled by you, incapacitated, or restrained. Make an attack roll 1d20 + Dex to hit, on a hit deal 1d6 + Str piercing damage. In addition, the damage that you deal on the d6 to the target heals you.

  • Claws. As a vampire you have a set of claws, which you can use to make unarmed strikes. Make a attack roll 1d20 + Str to hit, on a hit you deal 1d4 + Str slashing damage.

Speed. Your base walking speed is 35

Size. A vampire's size is medium.

Shapechanger. Vampires are known for their ability to shift from form to form. You gain the shapechanger tag and if you are not in sunlight or running water, you can use your action to polymorph. Startaring at Level 3 you can turn into a Tiny bat for 1 minute, or back into your true form. You gain the ability to transform into a cloud of Mist at 10th level. Once you transform this way you cannot do so again until you complete a short or long rest.

  • Bat Form: 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.

  • Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and 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. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are resistent to all non magical damage, except the damage you take from sunlight.

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.

Sunlight Hypersensitivity. Because of the corpse a vampire resides in, sunlight burns any skin it comes into contact with. A Vampire takes 1d8 radiant damage in sunlight per hour. While in sunlight, it has disadvantage on attack rolls and ability checks.

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Vampire | Racial Traits
 

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