Vampire Race

by BirdsOfAFeather

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Vampire


Intro Blurb - Grey Skin, Fancy Garb and Immortality

Appearance

Vampires appearance is not fundamentally different then it's appearance while alive. While far more pale, a DC 10 perseption check is necessary to notice that something is different. A success of 15 or more reveals that the individual now has pointy teeth and almost cat like red eyes. People who knew the individual well prior to their transformation, or suspect something is amiss have advantage on this check. Many vampires cloak themselves in heavy fabrics to shield themselves from the sun during the day, and wear lavish outfits at night, though this is purely a matter of persona preference. However it is common for older Vampires to where much more lavish cloths. (What's considered old is determined by the DM)

Transformation

Transforming into a Vampire more complex than the myths might indicate. While it is commonly thought that being fed upon by a vampire prompts the transformation, the truth is more complex. In reality, the individual must die while having consumed vampire blood within the last (12) hours. The individual awakens (6+1d4) hours after their "death" and is now in the transitionary phase to becoming a full fledged Vampire, and hit points restored as if they had just completed a long rest. (clarification) If you are killed using fire or in any way that doesn't leave behind a body, then they will NOT revive in transition, they will be dead.

In Transition

On recovering from their first death, the individual is overwhelmed with a hunger for humanoid blood. They must feed upon a humanoid within 24 hours, or they will die again, permanently this time. While in transition, they are neither quite alive, nor quite dead. They do not suffer from any of the drawbacks of being a vampire such as enemy of the day yet. (clarification) If their body was injured while they were in transition, they will quickly begin to heal do to the vampire blood running through their system. So they will be in perfect health they wake up. All disabilities that they had while in life, for example, lost limbs, unusable legs (Weather natural or not), blindness (weather natural or not.) or sensory disabilities will be completely cured during and after transition. Although any scars sustained while living will be permanent. If the body is mutilated to the point of limb loss, they will regrow said limb but it will take longer for them to wake up. (Dm's Digression)

Art: 'Vampire' by [Blue Schatten]

Age

Vampires are an immortal undead, with their bodies having stopped aging at the time of their death. As long as they remain well fed, they will maintain their appearance indefinitely. Shaved hair grows back in a matter of days instead of weeks and wounds heal without scaring. Any piercings or scars that existed beforehand will remain, but any attempt to add new ones will fail as the holes close overnight and the wounds will heal perfectly.

Attributes

Blood Powered - Vampires are blood suckers, they must consume blood in order to survive, after transition it does not matter weather the blood is humanoid or animal blood. After 3 days of not having fed you will gain +1 exhaustion for every day. After hitting 6 exhaustion rather then death you will begin to desecrate. (See more about desecration later)

Feeding - In or out of combat a vampire can try to grapple another creature. If successful they can try and suck blood from said creature. The vampire will gain 1d10 for every action it spends feeding. The ammount of blood that can be fed on depends on the size of the creature. If its small it will take one action to completly drain all of the blood therefore killing it. If it is medum it will take 2 actions to drain it of blood. And if you somehow grapple a large creature it will take 3 actions to drain it completly. The drained creature will take damage equal to the health the vampire recovers. If the creature were to die before you finnished feeding keep it at 1 health. If the vampire wishes not to kill the creature then they must roll a DC 10 self controle check. If they faill they will keep sucking its blood till your next turn. If you have a mostly animal diet (dms disgression) then you allways pass self control checks but you will also have -1 on your strength.

Desecration - Desecration is a state that a vampire enters after having not fed for a long time or they have been stabbed in the heart by a silver dagger. When Desecrated all blood is drained form the vampire, their skin turns completely grey, they will then be unconscious. The only way to be un-desecrated is to feed on humanoid or animal blood. And if Desecrated by a sliver dagger that must also be removed form their chest. All vampiric powers will be canceled during the duration of the desecration. For example, Compulsion, Bloody Suit, Uneasy Atmosphere, Blood Crystals, and Reflective Movement

Herbal Poising - There is an Herb known as Daydream, commonly used in tea's and other Herbal drinks. But its also known to be extremely Poisonous to vampires, when touched, even in its wild form it will still slice open the hand of the Vampire who touched it. When digested it will sear the inside of the vampires throat, almost as if it was in direct sunlight. And Anyone who has ingested Daydream and who currently has it running thought their system will be immune to the effects of any vampiric powers. And if a vampire tires to feed off of someone with Daydream in their system they will feel immense pain, and usually will stop feeding. The Knowledge of this powerful effect of Daydream varies depending on the area. (Or DM's Digression) If its a small local area with few to no vampires then this is probably unknown to them, whereas if its a large place overrun with vampires then it will be more commonly known.

Opposed To the Magical - Magic is a force so universal and pure that almost all those who strive to achieve magical prowess will eventually reach there goals. But for Vampires its different, Vampires are Opposed to the Magical, meaning they can not perform magic, even the most basic of spells are unusable by vampires. Even if one was a great wizard in there life, they will be completely cut off form all magic use in their death. While vampires are unable to use magic, they can still use magical Items. If the player was a spell caster in their life it is up to the DM to decide what must be done about their class. (For my table I will allow my spellcasters to choose what 3 vampiric powers to develop and I will also allow them to re-class into something less magical.)

Art: 'Drake-ula' by [Andy Bui]

Enemy of the Day - Vampires have a weakness to the sun, when their bare skin comes in contact with sunlight their skin will begin to sear off, causing immense pain until eventually until the part of the body in contact with sunlight bursts into flames. When Starting your turn in direct sunlight you will take 20 Radiance damage + your level. The only way to heal a vampire scorched by the sun is time or a divine spell. There is an item known as the sunlight ring that allows vampires to walk in the sun. Although wearing a heavy cloak, hat and mask will accomplish the same thing. When outside in the sunlight without a sunlight ring you will be unable to use vampiric powers, all vampiric powers already affecting someone or something will continue to work, you just wont be able to activate them while in the sun. When in sunlight with a sunlight ring you will be able to use vampiric powers, but you will have disadvantage on Dexterity and Constitution rolls.

Unwelcomed - Along with the stigma of vampires only being evil creatures that slaughter indiscriminately, they are also prevented form entering ones place of residence without an invite, this includes holy places like churches. An invitation must come form someone who either owns lives, works, visiting, or the local Priest in the case of holly places. (Or anyone who is legitimate, at DM's disgression) It dose not matter if this invitation is willing or not. An invitation can be anything form saying "Welcome" to a small had motion or had gesture. They can also enter public places as well as stores and places of the like during there business hours. On top of all of this vampires can not own property. So if a vampire "Owns land" then any other vampire can enter without an invitation. If a vampire somehow forced into a place where they are unwelcomed, they will begin to experience EXTREAM pain. They will receive disadvantage on ALL rolls as well as 10 damage for every turn. An Invitation can NOT be rescinded if given verbally.

Healing Blood - Vampire blood is known to heal people really quickly, when consuming vampire blood Heal for 1D6 + Player Level. When a spell caster consumes the blood of a vampire their next spell is powered up by 1 spell slot, this can only happen once per spellcaster per long rest. A vampire must have already taken 6+ Slashing damage. If not they must bite there wrist in order to bleed, if done take 1D6 of slashing damage. A vampire can not drink their own blood or the blood of another vampire to recover. This can be done as a bonus action or out of combat. Vampiric blood will loose its healing effect after 1d6 + 4 hours outside of the vampires body, but it will keep all other effects.

Death and Fake Death - When a vampire dies they will enter a state identical to death, but will not be dead. If left alone they will wake up again in 1d6 + 2 hours. Unless stabbed in the heart with a steak or silver dagger in witch case they will desecrate. Vampires while being immortal, are still possible to kill. The most common way is a wooden steak wielded by a priest or holly figure, or a steak of wood that has been blessed by a priest or holly figure while on holly land. Another way to kill a vampire is to have them be set on fire, weather its man made fire or to long out in the sun. Finally if you can remove a vampires heart they will also be permanently killed.

Dying Light - If a vampire is killed with a steak in the heart or by having there heart removed, but the body is not burned after 12 hours they will come back as a consecrated corpse, much stronger then a regular vampire, but after 2 hours or after being lit on fire, they will finally die forever.

Art: 'Vampire' by [Blue Schatten]

From Cradle to Grave - (For DM's eyes Only) This rare occurrence only happens once every thousand years or so. When an old male vampire (About 1000 to 5000 years) "Mates" with a living being it is possible for the living being to become impregnated with the offspring of said vampire. The offspring when born will be born a living being, as if they were born to normal parents, they will have access to magic and will be able to walk in the day. But they will still have vampire blood running through them, given that they are half vampire. So their blood will have the properties of vampire blood, meaning it can heal and also turn people. When the offspring dies they will enter transition as they had vampire blood in them.

Form Grave to Cradle - (For DM's eyes Only) The knowledge of this séance is RARE, its thousands of years old, and is also extremally hard to pull off. The only ones with knowledge of this séance are extremally old vampires and immortals as well as the highest of priests and oldest deities. After performing this séance the vampire chosen will revert back to their human form and will now be alive, with no vampiric powers but there humanity restored. This séance is performed by first daggering or stabbing said vampire in the heart with a dagger made of pure silver molded in the heat of a dragons flame. Then once this step has been accomplished their desecrated body must be taken to a holly place where the priest of said holly place will burn a bundle of blessed wood. Next stories of the person must be told by those who knew them in life. Finally the silver dagger must be removed and all must leave the room and allow the body to return back to its original state.

Vampric Powers

After about 1 month to a year of being a vampire they will begin to develop ONE of these special abilities. Ability will be ether be chosen by player, DM, Or at random. (DMs digression) After about 5 years of being a vampire, it is possible, unlikely but still possible, for a vampire to develop up to 3 of these abilities. Those who were more magical in life are more likely to developed extra abilities.

Compulsion - You can stare deeply into ones eyes, and convince them to do whatever you want them to do. For this to be successful you must roll 5 + the creature / person contusion modifier. If they are unaware that you are a vampire or that you are about to compel them then you roll with advantage. If they have some type of magical protection or are a spell caster then you must roll 7 + contusion Modifier. Finally if a vampire is 200+ years older then another vampire then they can also compel them. Given Vampires are immortal one could consume Daydream in order to resist compulsion, but it would be extremally painful. There are no limits to what you can compel someone to do. You can compel someone to forget or to kill, just about anything they can physically do. Given that anyone can physically do magic, if the compelling vampire was a skilled spellcaster they could use a compelled person as a conduit to cast any spells they knew in life. However given that this person can not generate magic on their own, they must use a magical source, IE the compelling vampire. This can take a real toll on a vampire. After casting 3 level 1 or higher spells any spell after that will add 1 level to exhaustion until they eventually desecrate.

Attuned to the Chronologic - As an action you can use attuned to the Chronologic to add 2 bonus actions to your next turn.

Animal Logic - When its nighttime you can transform into an animal. Usually Cat, or Bat. Other animals at DMs Digression. This works the same way as the Druid Transformation.

Art: 'Frost Vampire Knight' by [KylePunkArt]

Mind Reading - You can telepathically connect with someone, willing or not. You can make it connection mutual so that you can hear someone else's thoughts and they can hear yours. Or one way so that only you can hear there's. No matter what you can connect with someone but when you do you must roll a DC 5 + contusion Modifier in order to not alert them. This effect will break after taking damage, or being 100+ feet away form your targe . After 3 minutes of connection you must roll a DC 5 every minute in order to keep connection, Unless the connection is willing, in witch case it will break when the target or user wants the connection ended.

Pain Illusion - This can be done as a reaction or on your turn. You can look at someone and cause them to experience great pain. You Must Roll a DC 7 - contusion Modifier in order for this to work. Once it dose they will experience immense almost crippling pain. When in this state the person experience pain will drop any item they are currently holding, they will make all attacks with disadvantage, and all attacks against them will be with advantage, they will stop all current actions, their speed will be set to 0 (Speed buffs will be nullified), and they will be unable to make any actions or Legendary actions while in this state. This state will be broken after loosing line of sight.

Bloody Suit - You can perfectly copy the voice, appearance, mannerisms, personality, and recent (2 - 3 days) Memories of the last person you fed on to the point of death. This effect will end when you take damage, or when you willfully turn off the ability.

Reflective Movement - It is thought that a vampire dose not have a reflection, but that is untrue. Although some vampires have a special interaction when it comes to mirrors. The last 3 mirrors that caught the reflection of this vampire will be marked with a small smudge. Any smudged mirrors can be traveled through like a portal by the vampire. The distance between mirrors does matter. If their towns apart then it might some time, but if their in the same room or even in the same town the it should seem almost instant. If a mirror is observed while a vampire is traveling through it then everything in the mirror will seem darker, and anyone looking at the mirror will get a sudden headache that will disappear once they look away. If a mirror is broken while a vampire is traveling through it, they will be shot out the first mirror they entered at extrema speed taking 1d6 of damage. While traveling through a mirror a vampire still retains their physical body but it will be "frozen". Meaning all poisons and spells effecting them will stop until they reappear on the other side.

Blood Crystals - You can turn your blood into crystals with properties similar to steel. This can be used to make arrows, swords, armor, almost anything that can be sculpted form a pile of blood. These crystals will un-crystalize after about a week of being created or after being subjected to enough force. They are extremally weak to heat. (More for creative people)

Uneasy Atmosphere - The sense of an alpha predator in the area will scare off all untrained animals. If not able to flee they will become rabid and begin to attack the nearest living thing. If an animal is trained they will become uneasy. All trained animals attack with disadvantage.

Art: 'Vampire Knight' by [Alonia Bloodsteel]

[Race] Traits

Your [Race] character has the following racial traits.

Ability Score Increase. Your Charisma score increases by 2 and your Strength score increases by 1.

Age. You are the exact age you were when you died.

Alignment. You are the Same Alignment you were when you Died

Size. You are the size you were when you first died.

Speed. Your base walking speed is 30 feet.

Languages. You can Speak, Read, and Right any language you could when you were alive.

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. Everything you see in darkness is in shades of red and orange.

 

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