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Monster Race: Vampires of the Prime Material Plane of Innistrad

Vampirism on Innistrad is neither a virus nor a curse, but what the vampires themselves somewhat euphemistically call a "condition of the blood." It is an anointing that persists and is perpetuated by magic alone, and few if any of its bearers consider it a curse. When reflecting on the nature of "the condition," vampires sometimes poetically call it an ablution, a washing of the self in blood that results in a new state of being. Innistrad vampires are not truly undead, although they have some undead traits (such as agelessness and skin that's cold to the touch). The most distinctive thing about vampires' appearance is their eyes. The sclera is black and the irises gold, silver, or other colors. The skin is pale and cool to the touch. The hair is often black but is sometimes deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear wigs, however, for variety, novelty, or to disguise themselves more easily among humans. A vampire's canines are very slightly pronounced at all times, and when they bite someone, the canines extend about a quarter inch. Vampires also tend to have long and slightly curved fingernails. Vampire Traits Your vampire character has the following traits as a result of the unique origins of your kind. Ability Score Adjustments. Your Strength score increases by 2. Age. Vampires don’t mature and age in the same way that other races do. Most vampires are very old, but few have any memory of their earliest years. Size. Vampires are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Vampiric Resistance. You have resistance to necrotic damage. Blood Addiction. 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. 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. Each day that you abstain from feeding your addiction, you lose the ability to take long or short rest until you feed from a living human. Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Not all planes have suns. The Dryads's Curse. Vampires are vulnerable to piercing damage inflicted by living wood, such as wood that was cut from a tree within the past three days.
Vampire Bloodlines Falkenrath. The Falkenrath line, concentrated more in Stensia than the Markov line, had a famous falconer (now dead) as its progenitor and remains associated with far-reaching activity and predation. Falkenrath vampires are the boldest in walking among humans, taking pleasure in choosing their victims from deep within human communities that consider themselves safe. Falkenrath elders are more likely to master powers of flight than those of other lines. Ability Score Adjustment. Vampires of the Falkenrath bloodline increase their Dexterity score by 1. Vampire Magic. At level one you are surrounded by an aura of silence that muffles the sound of your movements giving you Advantage to Dexterity (Stealth) checks, at level 3 you gain the ability to cast Minor Illusion once before a short rest, and at level 5 you can cast Charm Person once before a short rest. A Falkenrath has the option of learning to cast fly on himself once before a short rest instead of taking an ability score improvement at level 8. Languages. You can speak, read, and write Sten and Sylvan. Markov. This is the bloodline of Edgar Markov and is the most prestigious of the bloodlines. The Markov line has been fairly ambitious in its siring over the many centuries, and as a result the Markov vampires exist in all four of Innistrad's provinces. This isn't to say that all vampires of the Markov line are all high-minded or noble; a bloodline doesn't determine temperament, self-discipline, or restraint. Markov elders seem to have a talent for psychic powers. Ability Score Adjustment. Vampires of the Markov bloodline increase their Intelligence score by 1. Vampire Magic. At level one you are surrounded by an aura of silence that muffles the sound of your movements giving you Advantage to Dexterity (Stealth) checks, at level 3 you gain the ability to cast Minor Illusion once before a short rest, and at level 5 you can cast Charm Person once before a short rest. A Markov has the option of permanently increasing his Power Points by 2 and gaining telepathy with a range of 10 feet instead of taking an ability score improvement at level 8. Languages. You can speak, read, and write Gavoni and Sten. Stromkirk. Unwilling to take part in the political and social machinations of Stensian vampires, those of the Stromkirk line chose to concentrate their power in Nephalia instead. As a result their disguising glamers are more powerful and more sophisticated. Stromkirk's progenitor, Runo Stromkirk, was a high priest in life who worshipped a pre-Avacynian god of the sea and storms, and Stromkirk vampires still feel a slight affinity with the coast. Some Stromkirk elders have achieved the ability to transform themselves into mist. Ability Score Adjustment. Vampires of the Stormkirk bloodline increase their Charisma score by 1. Vampire Magic. At level one you are surrounded by an aura of silence that muffles the sound of your movements giving you Advantage to Dexterity (Stealth) checks, at level 3 you gain the ability to cast Minor Illusion at will, and at level 5 you can cast Charm Person once before a short rest. A Stormkirk has the option of learning to cast gaseous form on himself once before a short rest instead of taking an ability score improvement at level 8. Languages. You can speak, read, and write Nephalese and Sten. Voldaren. The progenitor of the Voldaren line, Olivia Volderan was in life a beautiful but strange, hermetic, antisocial woman who preferred to live far away from human civilization, in manor homes built for her from her seemingly boundless wealth. Like their progenitor, Voldaren vampires tend to live in the distant places, in the borderlands and edges of Innistrad's provinces. Voldaren elders can more easily master magic that enables them to transform into animal forms, especially those of the bat, cat, and rat. Ability Score Adjustment. Vampires of the Voldaren bloodline increase their Wisdom score by 1. Vampire Magic. At level one you are surrounded by an aura of silence that muffles the sound of your movements giving you Advantage to Dexterity (Stealth) checks, at level 3 you gain the ability to cast Minor Illusion once before a short rest, and at level 5 you can cast Charm Person once before a short rest. A Voldaren has the option of learning to take an alternative form (bat, cat, rat) once before a short rest instead of taking an ability score improvement at level 8. Languages. You can speak, read, and write Sten and one other language of your choice.
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