Vampire Player Race

by ChromosomeChorus

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Vampire Traits

You have the following traits as a vampire.

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

Age. Vampires are born as mortals and mature at the same rate as their parent race, however once turned into vampires the aging process stops. You do not age and are immune to spells or effects that would cause you to age.

Alignment. Vampirism often twists and exacerbates the passions of those that are turned and while they can be any alignment they are usually evil.

Size. Vampires are of the same build and size as the race they were in life. Your size is Small or Medium (your choice).

Speed. You have a base walking speed of 35 feet.

Type. You are an undead (vampire).

Darkvision. You have superior vision in dark and dim conditions. 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.

Ancient Memories. You gain proficiency in two skills of your choice.

Deathless Nature. You don't need to drink, breath, or sleep and you are immune to disease.

Fangs and Claws. Your fangs and claws are natural weapons which you can use to make unarmed strikes, they deal 1d6 + your Strength modifier piercing damage for your bite and slashing damage for your claws.

Feast. When you take the Attack action on your turn you can forgo one of your attacks to make one attack with your fangs against a creature who is willing, grappled, incapacitated, or restrained. On a hit the creature takes an additional 1d6 necrotic damage. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken until they take a long rest, you then recover the same number of hit points and gain enough nourishment to sustain you for the next 24 hours.

The necrotic damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

You can use this trait a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest

Regeneration. If you are at or below half your hit point maximum, you can use a bonus action at the beginning of your turn to spend and roll one hit die, you then recover a number of hits points equal to the result + your Constitution modifier. Additionally, you regain all expended hit dice when you finish a long rest. You cannot use this trait if you are in direct sunlight or if you have taken radiant damage or damage from holy water since your last turn.

Sanguine Craving. If you do not feed through your feast trait after a number of days equal to your Constitution modifier, you must make a DC 11 Constitution check or loose one hit die until you feed from a living creature of your size or bigger at which point you regain all lost hit dice.

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.

Vampiric Mien. You have resistance to necrotic damage.

Languages. You can speak, read, and write Common and one other language of your choice.


Variant Rule: Siring Spawn

At the DM's discretion a character with this race may choose to create subservient vampiric minions known as spawn. A creature can be turned into a spawn if they meet the following criteria:

  • The creature can't have a CR higher than 1/4 the character's level (rounded down)
  • The creature cannot be an aberration, celestial, construct, fey, fiend, ooze, or undead

To create a spawn a character must reduce a creature's hit point maximum to 0 through their feast trait, they must then spend and roll a number of hit dice equal to the creature's CR (minimum of 1), the character's hit point maximum is reduced by the result until they finish a long rest. The creature will then rise from the dead with their hit point maximum restored and at 1 hit point, their creature type changes to undead (vampire spawn), they gain this race's natural weapons, 60 foot darkvision and the following bond: "I wish to obey my sire". You can have a number of spawn up to half your level (rounded up) at any given time.

Vampire Feats

If your game uses the feat variant rule, you may choose the following feats at your DM's discretion.

Child of the Night

Prerequisite: Vampire


You have learned to speak and even assume the shape of the animals you share the night with granting you the following benefits:

  • Choose one spell from animal friendship, beast sense, or speak with animals, you can cast that spell at will without requiring a spell slot using Charisma as your spellcasting ability, but you can only target bats, rats, wolves, and similar creatures with it.

  • Choose one animal from bat, rat, or dire wolf, you can use an action to polymorph yourself into that creature for a number of hours up to your Constitution modifier or until you revert as a bonus action. While in this form you assume the creature's statistics, but you retain your mental ability scores and you can use any features that the new form would allow. Any equipment you are wearing or carrying is melded into your new form. When you are reduced to 0 hit points while in your animal form you revert back to your original form and any excess damage is carried over to your hit points. Once you use this feature you cannot use it again until you finish a long rest.

You can choose this feat multiple times, each time choosing a different spell to learn and a different animal form to be able to assume through this feat.

Crimson Clutches

Prerequisite: Vampire


The beast within you is particularly powerful granting you the following benefits:

  • The damage die for your fangs and claws as well as for the extra necrotic damage dealt through your feast trait all increase to a d8.

  • Your fangs and claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the extra damage dealt through your feast trait ignores resistance to necrotic damage.

Art Credits
  • "Giant Rat" and "Vampire " by WotC
  • "Borgo Pass" by Antony Carlyon

Dark Allure

Prerequisite: Vampire


You have a seductive air of danger about you which captures those around you granting you the following benefits:

  • Increase your Charisma score by 1 to a maximum of 20.

  • You learn the suggestion and charm person spells and you can cast each of them once without requiring a spell slot and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. When you cast either of these spells, you can do so without requiring material or somatic components, but the target of the spell must be able to see or hear you. You can also cast any of these spells with spell slots you have of the appropriate level.

Master of Shadows

Prerequisite: Vampire


You revel in the darkness of the night and have learned to manipulate the shadows to your whim granting you the following benefits:

  • You can take the Hide action as a bonus action while you are in darkness.

  • You learn the darkness spell and can cast it once without requiring a spell slot and regain the ability to do so when you finish a long rest. When you cast the spell in this manner, you can see through the magical darkness with your darkvision. Charisma is your spellcasting ability for this spell. You can also cast the spell with any spell slots you have of the appropriate level.

Undying Fortitude

Prerequisite: Vampire


Undead as you are you are endowed of unholy resilience granting you the following benefits:

  • Increase your Constitution score by 1 to a maximum of 20.

  • You have resistance to poison damage and advantage on saving throws against being poisoned.

Mist Shroud

Prerequisite: Vampire


You have learned to harness the dreadful mists to your advantage granting you the following benefits:

  • You can see normally through heavy obscurement caused by mists, fog, heavy rain, and other similar natural phenomena.

  • You learn the misty step and fog cloud spells and you can cast each of them without requiring a spell slot once and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You can also cast these spells using any spell slots you have of the appropriate level.

 

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