Order of the Roll - Dungeons and Dragons Vampirespawn - Order of the Roll

Vampirespawn

Dnd Vampirespawn Race

Appearance

Vam­pires­pawn close­ly resem­ble humans but have pale, white, or gray­ish skin. Their point­ed ears and sharp fangs set them apart from ordi­nary mor­tals.

Origin and Nature

Vam­pires­pawn are myth­i­cal undead beings known for their thirst for blood. They do not age and draw their strength from the blood of humans or ani­mals. They often pos­sess super­nat­ur­al abil­i­ties such as immense strength, height­ened sens­es, and the pow­er to trans­form into a bat.

They usu­al­ly dwell in ancient man­sions or cas­tles, far removed from the mor­tal world. A Vam­pires­pawn often sees itself as supe­ri­or to oth­ers.

Hierarchy

Every Vam­pires­pawn serves under a mas­ter vam­pire their cre­ator and ruler. A Spawn can be cre­at­ed in two ways:

  • Through a fam­i­ly curse.

  • By being bit­ten by a mas­ter vam­pire.

A Vam­pires­pawn can become a mas­ter vam­pire them­selves, but only if they drink their master’s blood and only if the mas­ter allows it.

Weaknesses

Sun­light is the great­est ene­my of vam­pires. A Vam­pires­pawn can­not stay in direct sun­light for long and often pro­tects itself with a hat or para­sol, even when it isn’t rain­ing.

The Most Powerful Vampire

The old­est and most pow­er­ful mas­ter vam­pire is Drac­u­la. With­in vam­pire soci­ety, he is revered almost like a god.

Vampire Hunters

Because vam­pires are a threat to mankind, there exist vam­pire hunters men and women who ded­i­cate their lives to hunt­ing and destroy­ing both vam­pires and Vam­pires­pawn.

The largest and old­est hunter order is known as The Top Hat Gang. This group is led by none oth­er than Abra­ham Vamp.

Abraham Vamp’s Secret

Before becom­ing the leader of The Top Hat Gang, Abra­ham Vamp was the may­or of the city of Tran­sylvin­stein. Dur­ing a great war between humans and vam­pires, he lost his city to Drac­u­la. Seek­ing revenge, he found­ed The Top Hat Gang.

What almost no one knows is that Abra­ham Vamp him­self is also a vam­pire. He was bit­ten by Drac­u­la and has car­ried the curse ever since. Yet he has sworn nev­er to drink human blood. Instead, when his hunger becomes unbear­able, he feeds only on the blood of ani­mals.

Epilogue

The fate of the Vam­pires­pawn is for­ev­er tied to that of their mas­ters and to the hunters who pur­sue them. Some embrace their curse and seek pow­er, while oth­ers strug­gle with their hunger and long for free­dom.

In the shad­ows of cas­tles and behind every dim­ly lit alley­way, a Vam­pires­pawn might be lurk­ing. Whether you see them as mon­sters, trag­ic vic­tims, or dan­ger­ous foes one thing is cer­tain: their sto­ry is far from over.

Stats

  • Abil­i­ty Score Increase. Your Intel­li­gence score increas­es by 1, and your Charis­ma score increas­es by 2.
  • Age. Vam­pires don’t mature and age in the same way that oth­er races do. Every liv­ing vam­pire is either a blood­chief, infect­ed by the Eldraz­i’s influ­ence in the dis­tant reach­es of his­to­ry, or was spawned by a blood­chief from a liv­ing human. Most vam­pires are thus very old, but few have any mem­o­ry of their ear­li­est years.
  • Align­ment. Vam­pires have no innate ten­den­cy toward evil, but con­sum­ing the life ener­gy of oth­er crea­tures often push­es them to that end. Regard­less of their moral bent, the strict hier­ar­chies of their blood­chiefs inclines them toward a law­ful align­ment.
  • Size. Vam­pires are about the same size and build as humans. Your size is Medi­um.
  • Speed. Your base walk­ing speed is 30 feet.
  • Dark­vi­sion. Thanks to your her­itage, you have supe­ri­or vision in dark and dim con­di­tions. 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.
  • Vam­pir­ic Resis­tance. You have resis­tance to necrot­ic dam­age.
  • Blood Thirst. You can drain blood and life ener­gy from a will­ing crea­ture, or one that is grap­pled by you, inca­pac­i­tat­ed, or restrained. Make a melee attack against the tar­get, using either Strength or Dex­ter­i­ty for your attack roll. If you hit, you deal 1 pierc­ing dam­age and 1d6 necrot­ic dam­age. The target’s hit point max­i­mum is reduced by an amount equal to the necrot­ic dam­age tak­en, and you regain hit points equal to that amount. The reduc­tion lasts until the tar­get fin­ish­es a long rest. The tar­get dies if this effect reduces its hit point max­i­mum to 0. A humanoid killed in this way becomes a null.
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Bat and one oth­er lan­guage that you want.
  • Bloody shapeshifters. while it is night or com­plete­ly dark out­side you gain the abil­i­ty to trans­form into a bat for 5 min­utes dur­ing which you have a fly­ing speed of 30ft.
  • if you take dam­age or come into direct con­tact with sun­light you trans­form back into a vam­pire. you can do this equal to your pro­fi­cien­cy bonus per long rest.

Companion

  • Ani­mal. Bat
  • Size. Tiny beast
  • Align­ment. Unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 — 1)
  • Speed 5 ft., fly 30 ft.

STR

2 (-4)DEX

15 (+2)CON

8 (-1)INT

2 (-4)WIS

12 (+1)CHA

4 (-3)

  • Blind­sight. 60 ft., pas­sive Per­cep­tion 11
  • Chal­lenge 0 (10 XP)
  • Echolo­ca­tion. The bat can’t use its blind­sight while deaf­ened.
  • Keen Hear­ing. The bat has advan­tage on Wis­dom (Per­cep­tion) checks that rely on hear­ing.

Actions

  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one crea­ture. Hit: 1 pierc­ing dam­age.
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