Vampire 5e

by FR0D0FR4GGINS

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Vampire Curse 5e

Vampire Curse 5E

The Cursed

A man comes up to you, a dark aura surrounds him and you feel uneasy as you glare into his eyes. His eyes feel like they penetrate deep into your soul as you see him speak and you feel compelled to do as he asks. You bare your neck to him as he appears to come close to kiss it. A sharp piercing feeling radiates throughout your body as he plunges his fangs into your vein and begins to drain you. You remember praying for your life right before you blackout from blood loss

Vampire Features

  • Age Vampires no longer age.
  • Appearance: As a vampire your skin will turn into a paler color of your current skin tone. (Example: Tan skintone would turn pale white.) Vampire's retain height of whatever they were before being cursed. Eye color tends to change to a shade of red (Light or Dark depending on player preference or DM discretion.) Vampires are creatures of untold beauty which allow them to charm their victims more easily.
  • Speed Double your races base speed. (normally 30ft)
  • Languages Vampire's retain all known languages before being cursed
  • Size Vampire's retain their size of their race.
  • Ability Scores Strength, Dexterity, and Constitution scores are increased to 18 if they are lower.
  • Undead Nature You no longer need to breathe air and must drink blood.
  • Chained to the Grave Every vampire remains bound to its coffin, crypt, or grave site. It must rest there by day. If a vampire didnt receive a formal burial , it must lie at least 1 ft beneath the earth at the place of its transition. Vampires can move their place of burial by carrying its coffin around or taking a significant amount of dirt from its place of transition.
  • Damage Resistance Immune to Necrotic Damage. Vampires have resistance to bludgeoning, piercing, or slashing damage from non magical weapons.
  • Saving Throws Dex +9, Wisdom +7, Cha +9
  • Vampiric Darkvision Darkvision 120ft. Passive Perception becomes 17.
  • Creature of the Night At night or in shadows, Vampires gain: Perception +7 and Stealth +9.

Weaknesses

  • Forbiddence Vampires cannot enter a residence without an invitation from one of the occupants.
  • Harmed by running water Vampires take 20 acid damage if it ends its turn in running water.
  • Sunlight Hypersensetivity Vampires take 20 radiant damage when they start their turn in sunlight. While in sunlight you have disadvantage on attack rolls and ability checks.

Table of Contents

Below you will find abilities you gain as you level up as a vampire.

Level Ability
3 Misty Escape
3 Regeneration
5 Multi Attack
6 Spider Climb
6 Charm
Level Ability
11 Shape Changer
11 Legendary Resistance
18 Children of the Night
18 Legendary Action

Abilities

  • Misty Escape At 3rd level, when you drop to 0 hitpoints outside you'r resting place, you transform into a cloud of mist instead of falling unconcious, provided that you aren't in sunlight or running water. If you can't transform, You are destroyed.
  • Regeneration At 3rd level you gain the ability to regain 20 HP at the start of your turn if you have at least 1 HP and aren't in sunlight or running water. If you take radiant damage or damage from Holy water, this trait doesnt function at the start of the next turn.
  • MultiAttack At 5th level , you can make two attacks.
  • Spider Climb At 6th level you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Charm You target one humanoid you can see within 30 ft of you. If the target can see you, the target must succeed on a Wisdom saving throw against your Spell Save DC (10+ Wisdom saving throw+ PB) or be charmed by you. The charmed target regards to you as a trusted friend to be heeded and protected. Although it is not under your control, it takes your requests or actions in the most favorable way it can and is a willing target for your bite attack. Each time you or any party member do anything harmful to the target, it can repeat its saving throw ending the effect on a success. Otherwise the effects last 24 hours or until you hit 0 HP, is on a different plane of existence than the target, or takes a bonus action to end it.
  • Shape Changer If you aren't in direct sunlight or running water, you can use your action to polymorph into a tiny bat or a medium cloud of mist. While in bat form, you cannot speak, write, etc. Your walking speed becomes 5ft and your fly speed becomes 30ft. Your statistics, other than your size and speed remain unchanged. Anything you are wearing transforms with you but nothing you're carrying. You revert back to humanoid form if you die in bat form.

Abilities Cont.

  • Legendary Resistance (3/day) If you fail a saving throw, you can choose to succeed instead.
  • Children of the Night(1/day) You magically call 2d4 swarms of bats or rats, provided that the sun isnt up. While outdoors, you can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of yours and obeying your spoekn commands. The beasts remain for 1 hour, until your HP reaches 0, or until you dismiss them as a bonus action. Once you use this feature, you must take a long rest before being able to do it again.
  • Legendary Actions You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. You regain spent legendary actions at the start of your turn. Move You can move up to your speed without provoking an attack of opportunity. Unarmed Strikes You make one unarmed strike. Bite(Cost 2 actions) You make one bite attack.
Bite

Melee weapon attack: +9 to hit, reach 5ft, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hitpoints equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces hit point maximum to 0, the DM rolls 1d100 with a 20% chance for the target to become a vampire spawn sired to the vampire. The thrall awakens in 1d4 days.

Vampire Spawn

Becoming a Vampire Spawn: You become bonded to your sire. You regard your sire as a trusted friend to be heeded and protected. Although you are not in direct control of your sire, you take their request in the most favorable way you can.

Sire's Resillence As a Vampire spawn, you gain some of their abilities. like their Regeneration and Misty Escape feat at the appropriate level.

FRODO'S

GUIDE TO

THE MULTIVERSE

It all began with the start of my custom hombrewed world for D&D 5E. I've always been a giant fan of high fantasy and I modeled my world to be just that. After reading many fantasy books and falling in love with the works or Tolkien, I delved deep into the fantasy worlds found within the realms of Dungeons and Dragons. Pushing through and tons of hours of planning led to the moment of creating my personal world of Alteria. A high fantasy setting where magic has essentially been lost, The adventurer's must choose to try and return magic within the world or permenantly lock it away.

Cover Art: LoranDeSore

You can search more of my races and notes on GM Binder Search