Ability Score Increase. Your Charisma score increases by 2, and either your Strength or Dexterity score increases by 1
Age. Due to the blood bond ritual sustaining them, vryloka live no less than 300 years and are vital until they die.
Alignment. A vryloka’s vampiric nature means they are pulled towards lawful evil, believing strongly in order and structure. However, many vrylokas attempt to struggle against their innate evil nature.
Size. Vryloka range from 5 to a little over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. 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.
Living Dead. Because your soul is tainted by undeath, you are both living and undead. You are considered both humanoid and undead. You are susceptible to spell effects which target either type.
Necrotic Resistance. Energies of death cannot harm you so easily. You are resistant to necrotic damage. Human Heritage. You have advantage on Charisma (Deception) checks to pass as human.
Radiant Vulnerability. You may not have the weakness to sunlight of a full-blooded vampire, but you are still averse to bright concentrated lights. You have vulnerability to radiant damage.
Lifeblood. You gain a burst of vigor from the ebbing life force of your enemies. You can use an action to drink the blood of a creature within 5 feet of you that is at 0 hit points. You gain temporary hit points equal to your level + your Charisma modifier.
Languages. You can speak, read, and write Common and one other language of your choice.
Special Feats
Bloodwolf. You can assume the shape of a wolf or revert as a bonus action as per the polymorph spell. While in this shape you have 50 feet of movement, ignore difficult terrain and are proficient in thePerception skill. Taking any damage causes you to revert to your normal shape. As a bonus action you can revert to your normal shape
Bloodbond. Target a humanoid friendly to you within 5 feet of you that has died since your last turn. You can provide your blood to revive or resurrect them. If they are dead, expend 3 hit dice to revive them. The target awakens with hit points equal to the value of hit dice expended on a roll. After using this feat, you gain 1 level of exhaustion. If the target is of a race susceptible to vampirism, they must succeed on a Constitution saving throw against a DC of 22 or their race becomes vryloka. This removes all their original racial traits, including ability score increases, and replaces them with that of the vryloka. In this case, both you and the target suffer 3 levels of exhaustion
Crimson Wings. As a bonus action, you take the form of a Tiny flying creature or revert to your true form. Once you choose this form, you cannot change into another flying creature. While in this form, you cannot attack but you gain a flying speed of 40 feet and a +2 bonus to your Armor Class. If you are reduced to 0 hit points, you return to your normal shape
Legendary Race: LV 21
+2 CHA, +1 any stat
Blood bite: Bite into a target and receive 2d12 hp unless they have no blood or immune to piercing
Echolocation: Gain blindsight