Energy Vampire | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Energy Vampire

Unlike their nightwalking cousins, Energy vampires don’t fear the sun or rely on the blood of the living to survive. Instead, they feed on energy, which they typically drain from others by boring them, annoying them, or making them feel awkward. The more intense the emotion elicited, the more energy they’re able to drain, which can lead to an excess boost to the vampire that may cause episodes of megalomania and extreme mood swings. Energy vampires are unharmed by most vampire deterrents such as sunlight, religious words or imagery and silver. It is not known how psychic vampires are created and whether or not they are undead. Because of their inherent nature, psychic vampires come across as very self-centred, and will have an uncaring, nihilistic view of other people. They can however form and value positive friendships.
ability score increase: Energy vampires are physiologically indistinguishable from a normal Human. Your ability scores each increase by 1.
age: Energy vampires are not immortal in the traditional sense, and have a life expectancy of exactly 100 years, after which they expire from natural causes. However, shortly after their death, they are reborn as infants from the stomach cavity of their decaying corpse.
alignment: While it’s not usually apparent, Energy vampires are often chaotic, though they are good, neutral, or evil with equal frequency.
Size: Medium
speed: 30ft
Languages: Common, one language of choice
race features:
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 gray.

Daywalker.You don’t follow the rules of normal vampires, but rather live amongst the crowd almost indistinguishable from humans unless you feed. While feeding however, your eyes glow blue as you sap the life force out of them.

Levitation. You are capable of levitating a short distance off the ground, no higher than 6 inches. You have a flying speed equal to your walking speed, and gain no benefits against difficult terrain while levitating.  

Energy Pool

You can store the energy you drain from others, and use this energy to heal yourself or to enter a heightened state. Your energy pool starts at zero, and can hold up to 20 points.   Energy Drain. You have the ability to feed on the energy of any strong emotions around you. Whenever a creature within 15ft. of you experiences a strong emotion, you gain 1d6 to your energy pool. In combat you may use this ability as a reaction, and you deal an equivalent amount of psychic damage to that creature if it is hostile.   Emotional Manipulation. You have the ability to manipulate a creature into a heightened emotional state, making it possible to drain their energy. The target must succeed on a Wisdom save, or have their emotions heightened. On a success, you cannot attempt to manipulate that creature again until the next day. You can use this ability a number of times equal to your Charisma modifier, and regain all spent uses after a short or long rest.
The save DC for your racial abilities is 8 + your proficiency bonus + your Charisma modifier.  
Healing
As an action, you can use 5 energy points to heal yourself for 1 Hit Die plus your Constitution modifier.  
Getting Emotional
When your energy pool is full, you can enter a heightened state. Your levitation no longer has a height restriction, you gain resistance to nonmagical damage, and you may substitute your Charisma modifier for melee attack and damage rolls. This lasts for 1 minute, extending by 1 minute every time you fully refill your pool while in this state.
Once you exit this state, you may not enter it again until you have completed a short or long rest.

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SubMeowchineGun.

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