Ekon (Balancing Attempt)

by YaGirlCara

Search GM Binder Visit User Profile

Ekon Race(5e)

An Ekon is medium sized humanoid half vampire. Ekon are humanoids reborn by the curse of the Red Queen or another ancient vampire lord, that created them and their bloodlines in order to be their day walking children.

After a while the bloodlines became independent and the majority of Ekon stopped following their makers, but there are those that still believe in the ways of their ancient vampire lords.

Ekon Features

Ability Score Increase

  • Your Charisma score increases by 2.

Type

  • Humanoid and Undead

Age

  • Ekons are not immortal, they live around 450 years more from their original lifespan if they are reborn.

Alignment

  • Ekons have varying alignments, it mostly depends how much they embrace their vampiric lifestyle.

Size

  • Ekons vary widely in height and build, from barely 4 feet to well over 6 feet tall. your size is Medium.

Speed

  • Your base walking speed is 30 feet.

Languages

  • You can speak, read, and write Common and one extra language of your choice.

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’t discern color in darkness, only shades of gray.

Vampire Genetics

  • You have necrotic resistance.
  • You have disadvantage on saving throws against being blinded.
  • You know the cantrip Friends

Unholy Being

  • 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.
  • You need to drink at least 1 vial worth of humanoid blood at least three times every 1 + your Con modifier (minimum 1) days, or you will suffer 1 point of exhaustion every day until you die. Every time your health reaches half your max health divided by your Con modifier (minimum 5) you will need to drink 1 more vial for that day.

Thirst for survival

Ekon still carry the blood cravings that a vampire has, you need blood to quench your ravenous hunger:

  • Bite
    To sustain and heal yourself you can use your action to a willing, paralyzed, charmed, incapacitated, restrained, or grappled creature within 5 feet of you that has blood and sink your teeth into it and drain it for 1d6 + (Your Constitution Modifier) necrotic damage, you regain Hit Points equal to that amount. Biting twice sustains your hunger for blood.

About Ekon's

Ekon usually try to live the same way as any normal person would, trying to blend with the crowds and fit in. Many people though are frightened by them, some even hunt them down. People keep asking themselves if they are safe while there is a "vampire" living among them. But still there are many Ekon communities in major towns that can be found as a safe haven for an Ekon.

Credits

Art by NanFe Art by Artem Demura Art by Atomiiii

The Ekon Bloodlines

The Ekon have two original bloodlines divided between Ogden and Zenos. These bloodlines are constantly competing with each other to prove their power. In addition, both have mastered two different parts of their vampiric origin. Ogdens are driven by the seer power of blood, and Zenos bend the shadows to their will.

Choose one of the following two bloodlines.

Ogden Bloodline

Ogden-Ekons are the more brutish variation of Ekons, this variation is recognized for their immense strength, size and aggressive attitude. Some visual differences in this variation include darker skin, red hair and sometimes a large or hulking physique.

Ability Score Increase
Your Strength score increases by 1.
Vampiric Awakening
You can temporarily use your vampiric ancestry to increase your strength and overpower your foes easier. Your muscles will grow and your veins will glow like magma. Once a day, for 1 minute, you can give yourself advantage on grappling and restraining checks and all of your jump distances are doubled.

Zenos Bloodline

Zeno-Ekons are the more elegant variation of Ekons. They excel on their dexterous abilities and mastery of their shadow nature. Zenos are more beautiful and graceful in comparison to the average people and most have a fit and athletic build.

Ability Score Increase
Your Dexterity or Intelligence score increases by 1.
Vampiric Awakening
You can temporarily use your vampiric ancestry to allow you to find your prey and sneak up on them easier. Your eyes will flare up with necrotic energy and a light shadow will cloak you. Once a day, for 1 minute, you can give yourself advantage on stealth and gain the ability to detect life. This ability can penetrate most barriers, but it is blocked by 2 feet of stone, 1 inch of lead, 3 feet of wood, or 7 feet of dirt.

Racial Feats

Become more powerful by accepting the limitations of your ancestors.

Bloodless Meal

Your Bite becomes Life Drain and the range increases to a distance equal to 15 + your Dex or Int Mod. You now have to kill someone using Life Drain to get the same nourishment you had once been able to get from a vial of blood.

Vampiric Lineage

Your connection to your vampiric ancestors has strengthened. You can use your subracial ability two times a day but due to your stronger connection you have become sensitive to direct sunlight. While in direct sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight and you feel pain even though you're not being hurt.

Strength in Cordiality

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in Persuasion.
  • You now can no longer enter someone's house without permission/invitation.

    Unholy Speed

  • You gain a flying speed of 35 feet and you can hover stationarily before or after flying. The means by which you fly/hover is up to you and your DM.
  • You can no longer bear the presence of garlic and if there is some adorning a door/archway you must make a Wis save to pass and coming in contact/consuming anything with garlic requires a Con save, with which failure will give you 1d6 poison damage.
  • Truly Undead

    Your heart has stopped and so has your breathing as you embrace your undead heritage.
  • You no longer need to breathe to live.
  • You can no longer die from age.
  • You are immune to diseases.
  • You no longer have the human creature type.
  • Direct sunlight will now deal 1d10 - your Con modifier radiant damage to you for each minute your skin is exposed to it.
  •  

    This document was lovingly created using GM Binder.


    If you would like to support the GM Binder developers, consider joining our Patreon community.