Vampire

The Vampires of Syrik are the afflicted souls transformed into undead abominations that hunger and feed off the living in order to prolong their unnatural life. Their powers vary based on the clan bloodline each vampire is sired into, though there are plenty of common vampires that do not understand or pursue the latent power in their blood. Vampires who do not pursue the power of their blood often only benefit from the immortality and surface level powers their bloodline offers. These vampires, often referred to as the Duskborn, pursue traditional aspects of mortal life, such as martial prowess or magic and often lack the powers and abilities of those who pursue the blood gain to hide their presence more readily.   If you already possess a Racial Template, you lose that Racial Template and instead gain the Vampire Racial Template.

5e Racial Stats

  • Ability Score Racial Traits: A vampire increases their Charisma score by 2.
  • Type: A vampire is humanoid with the undead subtype as well as the subtype(s) of their base parent race.
  • Size: A vampire is in the same size category as their parent race.
  • Speed: A vampire has the same speed as their base parent race.
  • Languages: You can speak, read and write Common, Necril and one language derived from your base parent race.
 

Immortal Blood (X)

You are considered both humanoid and undead for the purposes of detection and negative effects relating to creature type You are unable to be resurrected through normal means such as spells like Revify or Raise Dead. When taking levels in the Inheritor class you must select the sub-class clan that matches your vampire clan. Additionally:
  • You don’t need to breathe, and you are healed by levelled spells that deal Necrotic damage as if the damage were healing.
  • You are vulnerable to fire damage.
  • You have advantage on saves against being Poisoned and Diseases. You are immune to the effects of non-magical diseases and gain resistance to poison damage.
  • Healing spells that do not function against undead, instead heal you for half the normal amount of healing.
  • Necrotic damage levelled-spells that heal you cannot critically hit against you.
 

Eternal Hunger (X)

You do not need to feed as a normal creature of your species would, instead you must partake in the blood of another sentient creature in order to survive, though beasts and similar creatures can sustain you temporarily. You must feed upon at least 2 liters of blood a day to sustain yourself, for every two liters of blood above 2, up to ten, that you feed upon, you are healed for that creature's HD. You can heal in this way a number of times equal to your Proficiency bonus, regaining all uses of this ability after completing a long rest. Failing to feed in this way, causes you to suffer from the effects of starvation and dehydration, gaining levels of exhaustion as appropriate. You do not gain any healing or additional benefits from feeding upon beasts or similar creatures, should you go a month or more with feeding only upon beasts or similar creatures, you can randomly become sickened each day. Whenever you would roll initiative, roll a Constitution saving throw with a DC equal to 8 + 1 per three months that you have gone without feeding on a sentient creature, failure results in you becoming sickened for the duration of the combat. This can also occur outside of combat at GM discretion.  

Sunlight Hypersensitivity (X)

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Additionally, starting your turn in direct sunlight causes you to suffer 10 radiant damage.  

True Faith Resistance (1)

You have advantage on any saving throw to resist becoming Turned, and when turned you can make a new save against the effect at the start of each of your turns.  

Darkvision (2)

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 colour in darkness, only shades of grey.  

Deadly Body (2)

As a vampire you possess a fanged bite necessary for you to feed, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.   When you attack with these fangs and hit a creature that is neither a Construct nor an Undead, you can empower yourself in one of the following ways:
  • You regain hit points equal to the piercing damage dealt by the bite, any excess healing is converted into temporary hit points which stack with other forms of temporary hit points.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals one half of your Proficiency bonus.
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 

Alternate Species Trait

Ancestry

You can replace one trait of your choice denoted by a (2) with a trait from your base parent’s race that is also denoted by a (2). Additionally, you can replace one trait of your choice denoted by a (1) with a trait from your base parent’s race that is also denoted by a (1). Finally, if a race has an ability denoted by an (X), you gain this ability as part of your ancestry with this race.

Alukah

The Alukah, also known as the royals, are perhaps the vampire clan who retains the most from their time as mortals. They also claim to be the closest clan of vampires to their original creator, though the truth of such a statement is hard to verify. They are known for their tendency to delegate work to those they see as their lessers or heavily rely on mortal thralls and ghouls.  

5e Racial Stats

Ability Score Increase: Your Strength or Dexterity score increases by 2.  

True Faith Aversion (X)

As part of the vampiric curse that affects your clan, you cannot possess character levels in the Paladin, Cleric, Oracle or Inquisitor classes. Should a character already possessing levels in these classes gain this racial template, they will either lose all class levels or die subject to DM discretion.  

Legacy of the Hero (1) (Ex)

You gain proficiency in the Athletics or Tactics skill.  

Regal Cultivation (1) (Ma)

You know the Vicious Mockery cantrip. When you reach 3rd level, you can use the shapechanger blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the misty escape blood power once with this trait. Charisma is your spellcasting ability for them. You must finish a long rest to use these abilities once again with this trait. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Kindred of the First (2) (Ex)

You have advantage on saving throws against blood powers and other vampiric abilities and effects.  

Ghenze

The Ghenze, also known as the fireflies, are the vampire clan who have departed from their time as mortals and sought a closer connection to the natural world. They are heavily influenced by the fey and other vampires often see them more akin to werewolves than fellow kindred. They are often mistaken for wild druids or other forest protectors when encountered in the wild.  

5e Racial Stats

Ability Score Increase: Your Wisdom score increases by 2.  

Fey Influence (X) (Ex)

Your blood is intertwined with the powerful fey magics. You gain the “fey” subtype and gain one of the following features that represent the manifestation of the fey within your vampiric blood.
  • Anteater. You are able to launch your tongue forward as a deadly attack, gaining the Thorn Whip cantrip.
  • Dryad. Your body is covered in elegant vines, granting you the ability to cast Entangle at-will once, regaining its use on long rest.
  • Gremlin. You possess long, bat-like ears and gain the ability to cast Bane at-will once, regaining its use on long rest.
  • Monarch. You have vestigial, insectile features and gain the Sapping Sting cantrip.
 

Legacy of the Wild (1) (Ex)

You gain proficiency in the Animal Handling or Survival skill.  

Feral Whispers (1) (Ma)

When you reach 3rd level, you can use the Sense the Beast blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Subdue the Beast blood power once with this trait. You must finish a long rest to use these abilities once again with this trait and they do not cost blood points should you possess them. Charisma is your spellcasting ability for them. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Life-Dominant Soul (2) (Ex)

Unlike other vampires and undead, you receive the full benefit of healing magic as normal and instead take damage from necrotic levelled spells. However, abilities such as channel divinity that cause damage to undead and heal mortals still damage you. (This trait counteracts your Immortal Blood feature as it pertains to healing spells).  

Lamia

The Lamia, also known as the soulless, are those vampires who were originally turned at the cusp of life and death. They are now forever trapped in a battle between the ethereal and material, with their hunger for blood replaced with that for souls. It has been rumoured that those that fail to feed upon this ethereal essence, find themselves pulled to the plane of the dead permanently.  

5e Racial Stats

Ability Score Increase: Your Dexterity score increases by 2.  

Legacy of the Dead (1) (Ex)

You gain proficiency in the Medicine or Religion skill.  

Soul Hunger (1) (Ma)

You know the toll the dead cantrip. When you reach 3rd level, you can use the Obfuscation blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Vicious Feast blood power once with this trait. You must finish a long rest to use these abilities once again with this trait. Charisma is your spellcasting ability for them. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Ethereal Presence (2) (Ex)

You are attached to both the material and ethereal planes, difficult to be removed from either. You gain resistance to maximum hit point drain, reducing any such drain by half when it is applied (minimum 1).  

Moroi

The Moroi, also known as the magicians, are much like the Alukah, retaining much of what made them mortal after their embrace. What differs however, is the ancient magics that have warped and cursed their blood over the centuries. This does offer a power conduit for them to focus their magic through, even if at their own detriment.  

5e Racial Stats

Ability Score Increase: Your Intelligence score increases by 2.  

Legacy of the Ancients (1) (Ex)

  You gain proficiency in the Intimidation or Perception skill.  

Ancient’s Magic (1) (Ma)

You know the infestation cantrip. When you reach 3rd level, you can use the Blood Barrier blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Extinguish Unlife blood power once with this trait. Intelligence is your spellcasting ability for them. You must finish a long rest to use these abilities once again with this trait. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Blood Sorcery (2) (Su)

You can use blood to enhance your magical abilities and blood powers. As a bonus action on your turn, you can damage yourself for 2 x your Proficiency bonus points of unmitigated damage, if you do so, you can perform one of the following actions:
  • Increase the spell save DC of the next spell you cast until the end of your next turn by one.
  • Cast a spell or blood power with a casting time of one Action as a part of this bonus action.
  • Cast a spell at double the normal effective range.
  • The next spell you cast until the end of your next turn is cast without any verbal or somatic components.
  • You can use this ability a number of times equal to your Proficiency bonus, regaining all uses after completing a long rest.
 

Ramanga

The Ramanga, also known as the beasts, are a clan known for their savagery and primal bloodlust. Their feedings are known to often be quite messy and sometimes result in a victim being consumed piece by piece. Amongst all the clans, they struggle the most with controlling the inner vampiric beast and retaining the qualities that made them mortal.  

5e Racial Stats

Ability Score Increase: Your Constitution score increases by 2.  

Legacy of the Beast (1) (Ex)

You gain proficiency in the Acrobatics or Survival skill.  

Bestial Savagery (1) (Ma)

You know the primal savagery cantrip. When you reach 3rd level, you can use the Vermin’s Traversal blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Celerity blood power once with this trait. You must finish a long rest to use these abilities once again with this trait. Charisma is your spellcasting ability for them. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Relentless Pursuit (2) (Ex)

Your physical ability to chase down your foes and prey is greater than most other vampires. You can spend your action to grant yourself the ability to use the Dash action as a bonus action until the end of your next turn. You can do this two times, regaining expended uses on long rest.   Additionally, you double your horizontal jumping distance, and quadruple your vertical jumping distance.  

Strigoi

The Strigoi, also known as the knights, are a unique clan formed of the union of Alukah and Moroi. Created to serve as soldiers and protectors to other vampires, they are often not regarded as equals amongst most other kindred. Usually, soon after their embrace they are blood bound to another vampire but those that manage to escape that fate often suffer from visual ticks and social ineptitude.  

5e Racial Stats

Ability Score Increase: Your Strength or Dexterity score increases by 2.  

Legacy of the Servant (1) (Ex)

You gain proficiency in the Gossip or Linguistics skill.  

Knight’s Repertoire (1) (Ma)

You know the spare the dying cantrip. When you reach 3rd level, you can use the Supernatural Reflexes blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Piercing Steel blood power once with this trait. Wisdom is your spellcasting ability for them. You must finish a long rest to use these abilities once again with this trait. Charisma is your spellcasting ability for them. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Shadow Affinity (2) (Ex)

You are part of the lineage of vampires created through vampiric alchemy and magic, possessing an affinity with the same shadows your clan spawns from. You are immune to the Blinded and Dazzled conditions unless you are standing in direct sunlight.  

Vetala

The Vetala, also known as the whispers, are the polar opposite to the Alukah, drawing power from the demonic side of their vampiric blood. They are heavily tied to the darkness and shadow, suffering more than most other vampires from the sun and radiant magics. While they call no patron their master, their demonic blood does allow them to draw power from the abyss to amplify their strengths.  

5e Racial Stats

Ability Score Increase: Your Dexterity score increases by 2.  

Sunlight Aversion (X) (Ex)

Your blood possesses a greater than normal aversion to sunlight and the various magics that attempt to replicate it. You cannot under any circumstances learn, cast or use the Daylight, Sunbeam, Sunburst spells or use other such spells, abilities or class features that generate false or true sunlight.  

Legacy of the Demon (1) (Ex)

You gain proficiency in the Deception or Religion skill.  

Demon’s Flesh(1) (Ma)

You know the eldritch blast cantrip. When you reach 3rd level, you can use the Eyes of the Other blood power as a 2nd-level power once with this trait. When you reach 5th level, you can use the Mend Flesh power once with this trait. Charisma is your spellcasting ability for them. You must finish a long rest to use these abilities once again with this trait. Should you possess the blood powers class feature, you are considered to know the previously listed abilities.  

Telepathy (2) (Su)

You are able to reach into the minds of those around you, sending your own thoughts and communicating through telepathic means alone. You have Telepathy out to a range of 60 feet, while speaking to another telepathically, you can attempt to dig into the thoughts of the target, as if you had cast Detect Thoughts on the target, a creature that saves against this effect cannot be communicated with telepathically by you for 24 hours. You can use the detect thoughts ability once, regaining its use after a short or long rest.  

Basic Information

Vampires following their mortal lives, can be almost any age. However, after being embraced a vampire no longer ages physically and no longer runs the risk of dying of old age.

Basic Information

Growth Rate & Stages

Random Vampire Starting Age

Same Adulthood as base parent race, double random starting age of base parent race.

Random Vampire Maturing Affects

Same Young age category as base parent race, 50% increase to all age categories beyond Adulthood.
Average Physique

Random Vampire Height and Weight

Same as parent race.

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