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.