Vampyr: The Original Bloodline

by PopeLuciferThe6th

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Vampyr: The Original Bloodline

In an ancient civilization now long forgotten, a kingdom was attacked by its enemies. Fatigued from the constant war and stress of worrying for his people Count Sebastian Dracuul sent envoys and mages as far as they could travel to find a solution. Eventually they returned with a ritual, and upon performing it Count Dracuul along with his nation was changed forever. He became a monster that subsisted on blood, slaughtered and impaled his enemies with their own blood using dark magics before binding them to his will and army as a legion of undead.

That was centuries ago now, and the descendants of Dracuul are still rumored to be around. And just maybe in some collapsed and hidden ruins, a crypt lies waiting for blood to spill again.

What leads Man or Mer to become something inhuman and monstrous? Is the price of forever stalking the night worth it? What lead you to this path, was it greed or strength? Did you want power for selfishness or selflessness? The tale of the Vampyr is as timeless as the creature told about, a hunter in the night with pale skin and a thirst for mortal blood. The creature the leads armies of the damned through the streets of unsuspecting villages or walks among them as a voyeur, searching for a life they can never return to.

You are what these stories tell of, whether it was an act of desperation or an act of selfishness you either became the first of many creatures that wish to copy you or are a descendant of the originator. No matter where you are placed in the veins of this bloodline the vampires of the present are merely unwanted shadows of your creation, lesser beings on a bloodthirsty power trip and you know this. You know this for you have the blood of the highest esteem in Vampiric culture, the blood of the First Vampyr.

"I chose this path, to walk among the darkness as an abomination of unholy powers. Our cities lay sieged again, and again as our enemies grew more bold. My people, slaughtered like animals. I chose the path of a monster to save them. My people.. they feared me, but where they gave fear I returned love."

-Count Sebastian Dracuul, First Vampyr of Nilintharia.

Vampyr

Ability Score Increase


An ability score of your choice increases by 2, and one other ability score of your choice each increase by 1.

Age


Vampyr's are forever stuck at the age they were transformed and do not age.

Alignment

Depending on the reason a mortal chose to become a Vampyr, their alignment may shift but almost all Vampyr are evil in some regard. Even the best goal can have a horrid path.

Size


Vampyr follow the same sizing pattern as their original race.

Speed


Your base walking speed is 30.

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 red.

Unholy Vigor

Your cursed blood is the purest form. Because of this you gain the following benefits:

  • You are immune to diseases.

  • You do not need to breathe.

  • When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Cursed Form

You are immune to necrotic damage, but are vulnerable to radiant damage. In addition, divine sources of healing can not restore your hit points and instead harm you. This doesn't occur if you are casting the healing spell, as the divine magic has been corrupted by you.

Fanged Bite

Your canines have become longer and sharper to bite into mortal flesh granting you the ability to make a bite attack against a willing, incapacitated or charmed creature. You can use Dexterity or Strength for the attack roll, on a hit the bite deals 1d4 piercing damage and you regain 2d4 + 2 hit points. This attack does not break the charmed condition on a creature that is charmed by you and sates your thirst. You also must consume at least 2 pints of blood perk week or suffer exhaustion.

Languages

You can speak, read and write in Common and three languages of your choosing.

Eternal Focus

Each Vampyr uses their immortality for different means, granting them varying powers. Select which focus you have spent your immortality studying.

Astute Strategy

You use your dark powers to commit incredible feats of intelligence, whether it is on the battlefield or in a library your intellect is unmatched.


You have studied battle to no end and have learned where to inflict the most pain. You can use your Intelligence modifier in place of your Strength or Dexterity when using a weapon.

Charming Facade

Your time as an immortal has been spent honing your skills as someone who can mingle with every type of mortal.


You gain expertise in a Charisma skill of your choice and non-hostile humanoids have disadvantage against the Charm Person spell and Unnatural Charm feat.

Enthusiastic Hematologist

You've used your taste for blood as a basis for learning how it works and what effects the blood of mortals and yourself.


You gain proficiency in Alchemy Kits and have the ability to use your own diluted blood as a basis to heal the wounds of mortal men. You can use this ability over the course of a Long Rest to make a healing potion with your blood. when ingested it will heal a person for 1d8 Hit Points and cure one disease, the dilution stops a mortal from becoming a Vampyr.

Nocturnal Predator

Through the ages you preferred to stalk mortals in the night and have mastered the art of hunting.


You have proficiency in stealth and can cast Pass Without Trace once per long rest.

Siphoned Might

Your life has led you into many battles where you have learned to turn the strength or mortal men against themselves.


Once per day you may touch a creature to siphon its strength. Make a melee spell attack using your strength, on a hit the creature must succeed on a constitution saving throw, subtracting 2 to its strength modifier on a fail as you increase your strength modifier by 2 for 1 minute.

Vampyr Feats

Animating Bite

Prerequisite 10th level
You can suffuse your unholy lifeforce into creatures you drain. When you reduce a humanoid creature to 0 hit points with your Fanged Bite you can choose to animate it, causing it to rise at the next midnight as a Vampyr Contracted (the stats of which are listed below) under your control. The Vampyr Contracted retains their personality and mental abilities and acts of its own will unless given an order. They are bound to you and will remain by your side unless given a reason to break off or released by you. At 15th level you can performed a ritual to increase the power your Contracted gains from its Vampirism, the Vampyr Contracted gains the Vampyr Spawn stats instead. You can only have 1 Vampyr Contracted/Spawn with you at a time. Though you can create more and have them act as spies or strategists at a central location away from you, each Contracted requires a separate ritual to be turned into a Spawn.

Children of the Night

Prerequisite 15th level As an action, you may magically call 1d4 swarms of bats or rats. While outdoors, you can call 1d4 wolves instead. The called creatures arrive in 1d6 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.

Shapechanger

Vampires are known for their ability to shift from form to form. You gain the shapechanger tag and, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist for 1 minute, or back into your true form.

  • 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. Your equipment transforms with you.

  • Wolf Form
    While in wolf form you can't speak, your walking speed is 40 feet, and you have advantage on Wisdom (Perception) checks that rely on hearing or smell. Your statistics, other than your size and speed, are unchanged. Your equipment transforms with you.

  • 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 immune to all nonmagical damage, except the damage you take from sunlight. Once you transform this way you cannot do so again until you complete a short or long rest.

Vehement Body

Prerequisite 8th level

Due to your transformation into a Vampyr your body has gain an inhuman way of interacting with the world around you, giving you the following benefits:

  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • Versatile weapons are easily swung with your unholy strength, allowing you to use the higher damage die when using them in one hand.

Unnatural Charm

As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw, or be charmed. The creature has advantage on the saving throw if hostile to you. The DC for the save is equal to 8 + your proficiency bonus + your Charisma modifier. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Fanged Bite.

Each time you or one of your companions do anything harmful to the target, other than drinking blood, the target can make a saving throw ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you are on a different plane of existence than the target, or if you take a bonus action to end the effect. You can only have one creature charmed this way at once and you can use this trait a number of times equal to your Charisma modifier before you must complete a long rest before using it again.



Vampyr Contracted

Medium Undead, Neutral (alignment of creator)


  • Armor Class 15
  • Hit Points 42 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (2) 15 (2) 16 (3) ? (?) ? (?) ? (?)

  • Saving Throws Dex +4, Wis +?
  • Skills Perception +?, Stealth +4
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic
  • Senses Darkvision 30 ft., Passive Perception determined by Wisdom.
  • Languages The languages it knew in life.
  • Challenge 3 (700 XP)

Regeneration. The vampyr contracted regains 5 hit points at the start of its turn if it has at least 1 hit point. If the vampyr contracted takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampyr's next turn.

Weakened State. When the vampyr contracted takes radiant damage it takes the maximum damage possible.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 2) piercing damage plus (1d6) necrotic damage. 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 amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13)


Vampyr Spawn

Medium Undead, Neutral (alignment of creator)


  • Armor Class 17
  • Hit Points 104 (13d8 + 52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (4) 16 (3) 18 (4) ? (?) ? (?) ? (?)

  • Saving Throws Dex +7, Wis +?
  • Skills Perception +?, Stealth +7
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic
  • Senses Darkvision 60 ft., Passive Perception determined by Wisdom.
  • Languages The languages it knew in life.
  • Challenge 9 (5,000 XP)

Regeneration. The vampyr spawn regains 15 hit points at the start of its turn if it has at least 1 hit point. If the vampyr contracted takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampyr's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus (1d6) necrotic damage. 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 amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16)

Art Credit

The image used is a photoshop of the two credited images below, and the artists deserve full credit for the work done.

Count Dracula - Aurora Luce Prima (https://www.instagram.com/p/Br7v_0Egsqp/?utm_source=ig_web_copy_link)

Bitter Victory - Unknown, please inform me if you can find it. (https://wall.alphacoders.com/big.php?i=269838)

Part 1 | Races of Nilintharia
 

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