Vampire

For Duemonte, the descent of the Scion of Passage was apocalyptic and awakening. As the Scion brought to a city of the undying a death long coming. As the Scion sealed the city with death’s touch each day more and more of its vampiric people fell. The city became a tomb as none knew who would be the next touched by death, as the Scion held host with the Unliving Emperor.

As the Fated pushed through the city they found horrors beyond imagining as Malak Dester of the Wyrd College had unleashed his plaguewater imbued experiments upon the populace, in a mad hope to rob the scion of its power over death. Fighting on to the Sepulcher, they found the truth of the Unliving Emperor laid bare. Subdued by the Scion of Passage they found the Unliving Emperor was not merely some vampire of ancient days, but instead Dravdin Nosferaht, The First Fang, and one of the Eight Undying Princes of Draumah. These deities of undeath had only been whispered of on the prime, though their power is pervasive. The Scion asked the Fated to slay first this planar intruder, sowing them the tale of woe that led such a being to forsake their true nature and descend to the Prime. In the end the Fated chose to unbind Dravdin and destroy the Scion of Passage, as Dravdin Nosferaht, the Unliving Emperor walked his last day upon the Prime.

For vampiric kind the revelations of the Unliving Emperor and the Wyrd College led to massive upheaval across the empire. Warpyrs of the Emperor’s Ward and the Hemophends of the Unliving Sect began to act as territorial rulers, but soon gruesome tales began to dominate across the south. Unspeakable terror from the mind of Malak Dester was unleashed as countless vampiric leaders that chose not to bend to his will either disappeared or were “reformed” to serve. This new diarchy remade the Duemonti Empire in the years that followed the Sundering. Through gathering the disparate elements of vampiric kind, ceding far flung territories in favor of unification and control, the vampiric people have gathered once more into the darkened valleys and peaks of the Shadowed Passes. The Empress Dowager Mortasia Tromend, who had been at the right hand of Dravdin since the War of Extinction, and the now Viceroy Malak Dester, who gave the vampiric people the replicative of other races rule over the Duemonti Empire.

Since the Sundering vampiric kind have diverged as those born unto vampirism have manifested a differing nature than those made vampires. The plague relic, recovered by the Scion of Renewal at the beginning of the Sundering crisis, its consummation by the Scions began to weaken the Plaguewater’s replicative element, and diminish its threat to Duemonte. Though Malak Dester had used this very element to allow the undead form of vampires to progenerate. The speculation surrounding those born vampire has caused many of their own kind to fear them, these vampires are now known as Wyrd Blood. Vampiric progeneration has begun to falter as years pass, and many of those humans turned to vampirism have found themselves sought as vampires of the Old Blood. This duality of vampirism is expressed both in the leadership of the Duemonti Empire and in its people.

Vampire Traits

Ability Score Increase - Your Strength, Dexterity, and Intelligence scores increase by 1.

Age - When a human is changed to a Vampire that is the age they remain, there is however Vampires being born as a result of The Wyrd, they mature as a Human would and in their prime of life cease to age.

Alignment - The Vampires have gone through an intense shift in culture since the Chattel came to be, Vampires now hold to no particular alignment, though favor more lawful beliefs.

Death - Undeath having taken you, your soul is yet another to be entombed in the realm of Draumah, unable to willingly return to the Prime.

Size - Same in size to humans with similar builds and weight, though more universally alluring.

Speed - Your base walking speed is 30 feet.

Undead Nature - You do not require air, sleep, food, or drink, but still require rest. You are considered Humanoid (Undead) in respect to spells, abilities, and effects, also magic cannot put you to sleep.

Darkvision - Your undead nature permits you to see into darkness up to 60 feet as if it were a lit area.

Bloody Requisite - It is necessary for you to consume fresh humanoid blood each day just as other races would eat or you gain the Sunlight Sensitivity trait and lose the Regeneration trait.

Blood Thirst - You can drain blood and life energy from a willing humanoid, 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.

Sunlight Sensitivity - You are disadvantaged on attack rolls and Perception checks on targets in direct sunlight.

Regeneration - Your undead nature grants you the ability to expend one hit die at the beginning of your turn unless you are in sunlight. You gain hit points equal to the roll adding your Constitution modifier.

Languages - Vampires can read, write, and speak Common as well as one other language.

Subraces - There are two subraces of the Vampires, Old Blood and Wyrd Blood.

Old Blood

Ability Score Increase - Your Charisma score increase by 1.

Unliving Armor - When you are in darkness or dim light you can use your bonus action to gain resistance to damage that isn't force, psychic or radiant until the start of your next turn. You can not use this feature again until you complete a short or long rest.

Vampiric Dominance - You can cast Charm Person once with this trait, regaining the use after a long rest. Charisma is the spellcasting ability for it.

Wyrd Blood

Ability Score Increase - Your Constitution score increase by 1.

Plagued Thirst - When you bite a creature using your Blood Thirst trait, your plagued blood can infect the victim. When you deal the necrotic damage, instead of gaining hit points, you instead can choose to regurgitate into the wound and force the creature to make a Constitution saving throw or be stunned until the end of the creature’s turn. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

Wyrd Flesh - Mutated by the essence of Plaguewater you are resistant to necrotic damage and you have advantage on saving throws against any effect that would alter your form.