Vampirism
Vampires are the afflicted souls transformed into an undead abomination that hungers and feeds off of the living in order to prolong their unnatural life. The curse, or blessing of vampirism as some may call it, is an affliction of the body, mind, and soul, that transforms the host into a fiendish undead being that is ever hungry unable to truly feel the pleasures that they had felt in life, except when freshly fed.
Vampires themselves broke off into several sub-sects or clans that, while cursed with vampirism are distinct from each of the other vampiric clans; there are seven distinct clans of vampires, and they are as follows:
Alukah
The alukah, or Royals as they are nicknamed by the other kindred are those said to be closest to the first vampire, because of this connection they are cursed by the divine, unable to hold, or even approach symbols of faith without extreme willpower, these beings are often refined individuals, high of station, calm, cool and collected of their wit, and merciless in their sadistic pleasures. Rarely seen for what they are, the Alukah are masters of disguise and blending in with mortal society. Rarely will you find an Alukah who does not give off a sense of civility, nobility, and class, until it is all too late.Ghenze
The ghenze, or Fireflies as they are nicknamed by the other kindred are the descendants of the Nosferatu that hid away from the world of mortal-kind, instead holding within the primal realms of the beasts and fey. Infused with mixture of fey power, blood, and the energies of the natural realm. This clan is rarely seen or heard of, holding to the wilder realms, many are seen not as vampire, but as a strange fey-like being, or perhaps as a kin to the lycanthropes. Though they are viewed as savages, the Ghenze are speakers of the natural realm, able to bring the full wrath of nature upon those who would threaten their domains.Lamia
The lamia, or Soulless as they are nicknamed by the other kindred are those cursed mortals first given the bloodcurse of Nosferatu that were at the borders of life and death, unable to truly pass on as their body was twisted by the affliction that tormented them so, these beings were instead morphed, forming into a revenant being that could pass beyond into the veil and back into the material as a specter of their former selves. Though they held much of their former mind, sense of self, and morality, they too were twisted, they unlike the other clans who fed on the blood, or the flesh and blood in the case of the Ramanga, must feed upon the souls of living creatures, it is from these souls that their inner beast can be calmed, and their connection to the waking world remains.Moroi
The moroi, or Magicians as they are nicknamed by the other kindred are similar to the Alukah in many ways, and are the most encountered form of vampire kind, they like the alukah tend to prefer higher society, and over the many centuries of their often long unlives, have acrued vast amounts of wealth and power, but that is not the true distinction between the Moroi and the Alukah, unlike the Alukah who hold a close connection to the heroic blood twisted by this foul curse, the Moroi were those students of magic that were twisted by the rain of blood and used this blood in foul experiments that transformed them from their mortal selves into the Moroi. With this newfound power, the first Moroi began to expand upon their magic, creating new and sinister spells and fusing their newfound blood into these spells so that they can conjure and fuel the foul sorceries of the cursed bloodline, though like their creator, they hold true to many of the old curses that held back the ancient ones.Ramanga
The ramanga, or Beasts as they are nicknamed by the other kindred are those descendants that could not, or would not feed from the blood of their victims, but instead driven to an unshakable rage, killed in a frenzy of flesh and blood, unable to hold back their hunger any longer, they fed for the first time in years, and with this blood, their rage began to manifest, twisting them for reaching so close to the pain and hatred of their creators, that they could no longer truly hold back The Beast.Strigoi
The strigoi, or Knights as they are nicknamed by the other kindred, not to be confused with the Striga, are the most recent clan to join the ranks of vampire kind. Birthed from a union of clan Alukah and clan Morois antediluvians, this clan was formed to act as protector and soldier of the vampire counts that began to flourish throughout the lands. Their curse twisted by the blood and enchantment magic of the alukah, and the shadowy touch and foul sorcery of the moroi, the Strigoi were given great power and physical strength, but were cursed with a deep seated loyalty to those that bond them by blood.Vetala
The vetala, or Whispers as they are nicknamed by the other kindred, are those said to be closest to the creator of vampire kind, while the Alukah branched off towards the greater strengths of the hero that birthed their species, the vetala's heritage is closely tied to the demonic side of the curse, with their power deriving from the magic and foul powers of both the shadow and the abyss. It is through this connection to the shadowy realms and the abyssal energies that they have grown a connection to the night and formed within their lineage a shadowy bond that allows them abilities few kindred could perform naturally. Though these gifts come with a cost, like their creator, they fear the light of day above everything else, and though all kindred fear the sun, the Vetalas curse manifests this aversion into something far worse.Vampires and Their Creation
These seven clans are the true offspring or descendants of the first vampire, and hold within themselves the power of this ancient blood curse. Though there are other variations and similar cursed beings such as the Jiang-Shi, these are not true vampires, at least not in the same way that these seven clans are. Vampires are undead creatures, cursed and afflicted by Vampirism, they can be truly any living being that holds both a soul powerful enough, and has a source of blood or life energy. often-times humanoids, or dragon-ken. These beings come into being from a union of blood and a close proximity to death in a ritual known as The Embrace. The embrace itself is performed when a vampire wishes to give rise to a new vampire referred to as kindred in vampire society. The parent or sire, performs the embrace in an act that sires the new-blood into the curse by feeding from the new-blood until just the cusp of death before feeding the new-blood with the cursed blood of the sire and turning them into the Sire's Childe (plural childer). A newly sired Childers physiology rapidly transforms during the Embrace, as their organs rapidly decay and ooze the cursed blood of vampirism, replacing their bodies fluids with blood, it is through this blood that a vampire lives, and though many vampires must feed solely off of blood, a few can regenerate their stores of blood through the souls, or flesh of the living. This change in physiology dramatically alters the childer, they no longer feel pleasure as they once did in life, only able to catch glimpses of it when freshly fed, or in extreme instances of emotion, such as during a massacre or a particularly sadistic affair. They are incapable of eating food, with many, especially younger childer vomiting it up within a manner of seconds. As a result of all of these changes, the vampire is paler and generally thinner than they were before the Embrace, though some clans have more extreme changes from their cursed embrace. A part of this blood curse is beyond the body and mind, the curse affects the soul itself, with many if not all vampires losing connection to their soul, as their personality shifts and changes towards a more predatory and fury-filled mind that is called The Beast by vampire society. So long as the soul remains locked away from the vampire, they are not truly themselves before the Embrace, and though it is possible to return ones sense of self, why would one embraced seek such a thing? The Beast itself tends to react to a variety of stimuli pushing the vampire to act when hungry, angry, or feared. The Beast continuously assaults the senses of the vampire, breaking them down until they can no longer control the dark urges of their curse. Though there are stories of vampires losing themselves fully to the beast, becoming little more than monsters, especially those blood-starved vampires who have not fed in centuries, it is also said, that ones sense of self is lost, and can only be restored with the return of a vampire's soul.Vampires on Kaidryn
Vampires on the planet of Kaidryn have only awoken to their blood curse after the Astral Divergence during the Night of Blood, they hold greater power, and while some stories speak of beings similar to vampires before this event, and even before the disappearance of the Primogens, those are surely rumors, as all believe Zura, the cause of The Night of Blood to be the creator of this foul curse. While this is the truth many believe, the Antediluvians slumber on within the planet, awaiting the return of their master.Vampire Template (5e)
Though vampire-kind are cursed with much, so too do they hold gifts from their union of blood and shadow. All vampires gain the following benefits:5e Racial Stats
- Ability Score Traits: A vampire increases their ability score caps for Strength and Dexterity by two.
- Type: Vampires lose any previous type they held previous, instead gaining the Undead type along with the Consummate sub-type.
- Size: Vampires maintain the size-category of their base race.
- Speed: Vampires enhance the movement speed of each movement type they possess naturally by 10 feet.
- Languages: Vampires do not gain any additional languages when initially embraced, but many go on to learn Necril.
Charm
The vampire targets one creature it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a Wisdom saving throw (DC of 8 + Proficiency + Charisma modifier) against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts until the charmed creature breaks free by making a successful saving throw, which they can make a new one against this effect at the start of each dawn, or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. A vampire can have no more than their Proficiency bonus + Charisma modifier creatures charmed in this way.Heightened Senses
A vampire's senses are sharpened above and beyond their normal ken, giving them the ability to see normally in darkness, both magical and non-magical, to a distance of 60 feet. Any enhances to Darkvision boost this range. Additionally, their sense of perception is likewise heightened, granting them a +5 bonus to their Passive Perception, and granting them advantage on Perception checks made to listen or smell. As they are able to hear supersonic frequencies and can even smell the fear of cowering prey.Rapid Reflexes
A vampire can use their reaction to dodge an incoming attack perhaps evading the brunt of the assault or the attack entirely. When a vampire is subject to an attack roll, they can use their reaction to lessen the damage that they would suffer, the damage a vampire takes from the attack is reduced by 1d10 + their Dexterity modifier + their HD.Regeneration
A vampire regains two times their HD+Proficiency in hit points at the start of each of their turns if they have at least 1 hit point and aren’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.Resilience
A vampire's body has grown strong, tough and powerful beyond their mortal ken, a vampire gains resistance to Physical damage that is neither silver nor magical in nature. Additionally, due to their innate connection to shadows and the abyss they gain resistance to Necrotic energy.Lethal Body
A vampires unarmed strikes grow stronger than that of their mortal ken, additionally they gain a set of strengthened fangs that allow them to make a bite attack in place of an unarmed strike. Whenever the vampire makes an unarmed strike, they are considered proficient in this attack, the attack can use the vampires Strength or Dexterity modifier to calculate to-hit and damage, and the attack deals 1d8 points of Bludgeoning or Slashing damage. Additionally, the vampire gains a bite attack that they can use against a grappled, restrained, pinned or otherwise incapacitated or willing creature. This attack is considered an unarmed strike and deals 1d6 points of Piercing damage and causes the Bleeding(2d6) condition, with each point of bleed damage caused, the vampire is healed for- and gains an equal amount of temporary-hit points. The bleed condition remains so long as the creature remains embraced in the grapple or is otherwise being fed upon. The target’s hit point maximum is reduced by an amount equal to the bleed damage taken and the reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.Misty Escape
A vampire can spend a bonus action to transform itself into mist, teleporting up to 40 feet to a location that it can see, and remaining in mist form until a bonus action is used to revert to their true form. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet + 5 feet per Dexterity modifier the vampire possesses, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all non-magical damage, except the damage it takes from sunlight.Soaring Leap
Vampires possess supernatural and often seen as unholy strength that allows them to perform amazing feats of physique and dexterous maneuvers. A vampire doubles their horizontal jumping distance, and quadruples their vertical jumping distance.Spider Climb
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.True Faith Resistance
Those of faith, with the ability to ward off the unholy and the damned undead through powers such as Turn Undead, find it difficult to fully push back vampires and their ken. A vampire has advantage on any saving throw to resist becoming Turned, and when turned can make a new save against the effect at the start of each of their turns.Vampire Weaknesses
Cold Prison
A vampire does not truly fear the cold as they cannot die from naturally occurring frost, though they can suffer from the effects of environmental chill, such as frostbite. Whenever a vampire must make checks against environmental cold, they do not suffer Cold damage, whenever they would reach six levels of exhaustion, instead of dying, they are instead considered Petrified, frozen solid and unable to act until thawed, or otherwise freed.Decapitation
Like most creatures, decapitation will swiftly end the life of a Vampire.Fire Aversion
A vampire is vulnerable to Fire damage.Stake to the Heart
If a piercing weapon made of wood is driven into the vampire’s heart, the vampire is paralyzed until the stake is removed, or until they break free either through a strong inner willpower, or through Torpor.Sunlight Hypersensitivity
The vampire takes 20 radiant damage when it starts its turn in sunlight, or 10 radiant damage when it starts its turn within the radius of UV lighting. While in sunlight, it has disadvantage on attack rolls and ability checks.Clan templates (5e)
Though all vampires hold similar abilities as given above under the Vampire Template, the Nosferatu or original vampires splintered off and formed the seven clans, these clans each hold their own strengths and weaknesses beyond that of the vase vampire, they are as follows:Alukah
5e Racial Stats
- Ability Score Traits: An alukah increases their Strength and Charisma scores by two, this cannot raise an ability score above that ability scores cap. Additionally, an alukah increases their Charisma ability score cap by four.
Auspex
The alukah is considered a Warlock of a level equal to their HD. Their spellcasting ability is Charisma. They can cast the Detect Thoughts and See Invisibility spells at will, and gains the ability of Auspex, as described below: As an action, the alukah can focus their senses onto a creature within 60 feet that they can see, allowing them to perceive the state of that beings psyche in a shifting kaleidoscope of color. The target must make a Charisma saving throw against a DC (8 + Proficiency + Charisma modifier). On failure you can read the targets aura, and learn the following information about the creature:- The emotional state of the target.
- The target's creature type.
- Any magical effects currently affecting the target.
Dominate
The alukah can target one humanoid it can see within 30 feet of themselves. if the target can see the vampire, the target must succeed on a Wisdom saving throw (DC of 8 + Proficiency + Charisma modifier) against this magic or be dominated as by a Dominate Monster spell, or have its memory altered as if by a Modify Memory spell. The vampire can use the domination effect at will as an action, and the modify memory effect once as an action, regaining its use after a long rest.Shapechanger
If the vampire isn’t in sunlight or running water, it can use its bonus action to polymorph into a Tiny bat, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.True Faith Weakness
An alukah is truly cursed by their connection to the Hero, the inner turmoil the hero felt transferring unto the Alukah clan manifesting as a weakness to True Faith and the divine. An alukah is vulnerable to Radiant damage, loses the benefits True Faith Resistance, and whenever a holy symbol is presented to them by a creature within 30 feet, the vampire must make a Wisdom saving throw DC 10 + the proficiency bonus of the brandishing user or be forced to stop their movement, being unable to move closer to the brandishing creature until the item is no longer brandishes, or until the vampire breaks free of this hold. They receive a new save against this effect at the end of each of their turns.Ghenze
5e Racial Stats
- Ability Score Traits: A ghenze increases their Constitution and Wisdom scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a ghenze increases their Wisdom ability score cap by four.
Bond Famulus
The ghenze can bond a beast through Blood Bonding, just as they would with a humanoid. The blood-bonded beast forms a mental link with the vampire, allowing the vampire to spend an action to perceive the senses of the linked beast. While perceiving through this way, the vampire is blinded and deafened.Children of the Night
The ghenze magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying their spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. The vampire can use this ability once, regaining its use on a short or long rest.Feral Whispers
The ghenze can communicate with beasts as if they were constantly under the spell Speak with Animals. Additionally, the vampire can feed from lesser beings, gaining full nourishment from animals and similar beasts. Finally, the vampire can cast the spell Dominate Beast as an action, with the following changes: The spell targets a number of beasts within range equal to the vampires Charisma score, the spell is no longer considered concentration, and the duration is increased to 24 hours.Spirit Whisperer
The ghenze can cast the spells Animal Messenger, Beast Sense, Meld Into Stone, or Polymorph on themselves, they can cast each one once, regaining these uses after a long rest. Their spellcasting modifier is Wisdom.Weakness of the Beast
A ghenze drawn away from mortal kind and towards the natural realms has grown closer to the beast than maybe most other vampires. This innate connection has transformed their appearance into something far more feral and bestial than one would imagine a vampire to be. All ghenze share some appearances with a more primal, ferocious, and perhaps a more demonic creature. This could manifest as a wolf-like ears and snout on a human, red eyes and bear-like musk in an elven vampire, a more deformed and demonic appearance in the case of many, or something in-between. Additionally, all ghenze develop a behavioral tic, that follows with something that a creature of the natural realm would hold, such as a dog wagging its tail when happy, or a bull stamping its feet to threaten a charge. A ghenze is particularly fearful of fire, whenever they suffer Fire damage, they must make a save, the same DC as the effect that caused the fire damage or DC 10 if no save is given, or gain a level of Fear.Lamia
5e Racial Stats
- Ability Score Traits: A lamia increases their Dexterity and Charisma scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a lamia increases their Charisma ability score cap by four.
Etherealness
A lamia can enter the Ethereal Plane as an action, they can use this ability once, regaining its use after a long rest, and this effect lasts for 1 hour. They can revert back to the material plane as an action. A lamia is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. While in the ethereal plane, the lamia can move through other creatures and objects as if they were difficult terrain. They take 1d10 points of Force damage if they end their turn inside an object.Ethereal Sight
A lamia can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.Obfuscate
The vampire is considered a Warlock of a level equal to their HD. Their spellcasting ability is Charisma. They can cast the Invisibility and Pass Without Trace spells at will, and can cast the spell Greater Invisibility once, regaining its use after a long rest.Radiant Vulnerability
A lamia is vulnerable to Radiant damage.Soul Drinker
A lamia is cursed beyond that of the normal kindred. Unable to gain sustenance from blood, they must feed from the souls of living beings. This is particularly dangerous, very noticeable, and often fatal for the victim. Whenever a lamia attempts to feed using their Bite, they instead drain out the spirit of the victim, feeding upon its soul. Their Bite's bleed damage is increased to 2d12, and whenever they are healed by this ability, they must make a Wisdom saving throw DC 10 + 1 for every 5 points of HP they are missing from their maximum, and +2 for every level of Exhaustion that they are suffering from, on failure, they must use their action to continue to feed from the victim on the following round. A creature brought to 0 hit points by the lamias soul drinker ability, that is neither sired during an Embrace, nor slain through conventionally means, does not die immediately. If they survive this attack, the victim becomes Soulless, gaining the Soulless template.Moroi
5e Racial Stats
- Ability Score Traits: A moroi increases their Dexterity and Intelligence scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a moroi increases their Intelligence ability score cap by four.
Blood Sorcery
A moroi can use blood to enhance their magical abilities. As a bonus action on their turn, which they can use a number of times equal to their Proficiency bonus, regaining spent uses on a long rest, they can damage themselves for 5 x their Proficiency bonus points of unmitigated damage, if they do so, they 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 two.
- Cast a spell 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.
Curse of the Ancient Ones
A moroi is cursed by the old laws and the weaknesses of their ancestors, the nosferatu. A moroi cannot enter a residence without an invitation from one of the occupants, a moroi takes 20 acid damage if it ends its turn in running water, and a moroi casts no shadows, and shows no reflection in a mirror.Magician
The moroi is considered a Warlock of a level equal to their HD. Their spellcasting ability is Charisma. Choose a number of spells from the Evocation or Necromancy school of magic equal to your Proficiency bonus, with a spell being of a level no higher than your Proficiency bonus; you can cast each of these spells once, regaining their uses after a short or long rest.Shapechanger
If the vampire isn’t in sunlight or running water, it can use its bonus action to polymorph into a Tiny bat, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.Ramanga
5e Racial Stats
- Ability Score Traits: A ramanga increases their Strength and Constitution scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a ramanga increases their Constitution ability score cap by four.
Beast Form
As an action, the ramanga can transform themselves closer to the Beast, entering into a sort of shadow demonic form that increases their size to large, grants them 10 foot natural reach on melee attacks, adding an additional 1d4 damage on martial attacks, and granting them advantage on Strength checks and saving throws, as well as on Intimidation checks. The beast form grants the ramanga a 60 foot fly speed, allows them to hover, and lasts for 1 hour. It can be used once, regaining this use on a short or long rest.Dread Gaze
The ramanga can target one creature it can see within 30 feet of themselves. if the target can see the vampire, the target must succeed on a Wisdom saving throw (DC of 8 + Proficiency + Charisma modifier) against this magic or gain two levels of Fear. The vampire can use the dread gaze effect as an action. Once used, the vampire must roll a d6 at the start of each of their turns. On a 5 or 6, the ability is refreshed.Frenzied
A ramanga is unable to truly control themselves when they frenzy. Whenever a ramanga enters a Rage, activates Beast Form, suffers from the Wounded condition, or fails a check causing them to Frenzy. They consider all creatures as hostile creatures, and must attack the closest creature to themselves. While frenzied they deal an additional die worth of damage, or +5 damage if no dice are involved in their attack. A frenzied ramanga can attempt to end the frenzied state early or suppress the need to frenzy by making a DC 15 Wisdom saving throw at the start of their turn or when this frenzied state would trigger.Wild Curse
A ramanga's curse manifests in an ever-boiling rage that threatens to boil over at the slightest of provocations. Seen as monsters by even vampire society. The ramanga find it difficult to contain their rage, but those that can are truly feared and admired for their ferocity. A ramanga suffers disadvantage on any saving throw or check made to anger, antagonize, or otherwise sway them towards frenzy.Strigoi
5e Racial Stats
- Ability Score Traits: A strigoi increases their Strength and Dexterity scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a ramanga increases their Constitution ability score cap by four.
Auspex
The strigoi is considered a Warlock of a level equal to their HD. Their spellcasting ability is Charisma. They can cast the Detect Thoughts and See Invisibility spells at will, and gains the ability of Auspex, as described below: As an action, the strigoi can focus their senses onto a creature within 60 feet that they can see, allowing them to perceive the state of that beings psyche in a shifting kaleidoscope of color. The target must make a Charisma saving throw against a DC (8 + Proficiency + Charisma modifier). On failure you can read the targets aura, and learn the following information about the creature:- The emotional state of the target.
- The target's creature type.
- Any magical effects currently affecting the target.
Shadow Touched
As a bonus action, the strigoi can teleport to an area of dim-light or darkness within 120 feet that they can see. Additionally, while in an area of dim-light or darkness, the strigoi gains the ability to sense the blood of living creatures, granting them Lifesense out to a range of 60 feet.Shapechanger
If the vampire isn’t in sunlight or running water, it can use its bonus action to polymorph into a Tiny bat, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.Undying Loyalty
A strigoi was formed from the unification of the Alukah and Moroi clans, bonded through their magic, and their Embrace, the strigoi find it difficult to resist the commands of others due to this weakening of their mind. They suffer disadvantage on any saving throw made that causes the Charmed condition. Additionally, whenever they would be subject to a Blood Bond they suffer disadvantage on the save to resist, and require half as much time to finalize a Blood Bond.Vetala
5e Racial Stats
- Ability Score Traits: A strigoi increases their Dexterity and Charisma scores by two, this cannot raise an ability score above that ability scores cap. Additionally, a vetala increases their Constitution ability score cap by four.
Chimerstry
The vetala can cast the spells Darkness, Major Image, or Shadow Blade, they can cast each one once, regaining these uses after a long rest. They can cast the cantrip Minor Illusion at will. Their spellcasting modifier is Charisma.Obfuscate
The vampire is considered a Warlock of a level equal to their HD. Their spellcasting ability is Charisma. They can cast the Invisibility and Pass Without Trace spells at will, and can cast the spell Greater Invisibility once, regaining its use after a long rest.Shadow Touched
The vetala's blood is directly tied to that of The Creator, a demonic being of shadow. It is due to this close connection that they find greater weakness in the light. Suffering from the Wounded condition while within sunlight. Additionally, a vetala is vulnerable to Radiant damage, and they are harmed by false sunlight, such as the Daylight spell. Whenever they start their turn within false sunlight, they suffer half of the damage that they would if they started their turn in natural sunlight.Telepathy
The vetala is able to reach into the minds of those around them, sending their own thoughts and communicating through telepathic means alone. The vetala has Telepathy of 60 feet, while speaking to another telepathically, they can attempt to dig into the thoughts of the target, as if they had cast Detect Thoughts on the target, a creature that saves against this effect cannot be communicated with telepathically by you for 24 hours.
Lifespan
Until slain
Comments