BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Vampire Clans

The vampire clans exist across Erie. Lady Lenora of the Katesh clan is the head of all of the clans and fought for her position quite literally by tooth and nail. In Lenora's rise to power, the Forvolth clan was, for all intents and purposes, eradicated, but there may be a handful strewn across the world without knowledge of one another. Knowing that the Forvolths were in opposition to the Katesh, the other clans would be unlikely to aid the refugees.   Weapons: Vampires use whatever weapons they personally prefer, but they tend to stay away from silver, wood, and anything that does radiant damage.   Armor and Clothing: Robes and fancy clothes are the most common among vampires and are expected to be worn when not out on a quest. When it comes to armor, they will only wear hide, leather, or studded leather armor.   Beliefs:     Leader: Lenora Katesh   Home Base: Castle Forvolth   Clans:  

Starter Stats:

  Prerequisites: You must be a vampire or a dhampir.  
  • You can either roll 1d6 to determine your clan or choose which you want to join.
  • You must list the names of your parents or have the DM name them for you.
  • You also gain all features of your clan.
 

Clan Benefits:

 

Katesh:

 
  • Skill Proficiencies: Athletics
  • Ability Proficiencies: +2 Strength, +1 Wisdom, -1 Charisma
  • Your movement speed increases by 30ft.
  • Your AC gets +3 to a maximum of 18.
 

Noruno:

 
  • Skill Proficiencies: History
  • Ability Proficiencies: +2 Intelligence, +1 Constitution, -1 Dexterity
  • You deal twice as much damage to other undead.
  • You gain an extra attunement slot.
 

Forvolth:

 
  • Skill Proficiencies: Nature, Survival, Animal Handling
  • Ability Proficiencies: +2 Intelligence, +1 Strength, -1 Wisdom
  • You gain a tiny, small, or medium familiar that follows you around and gains initiative during combat. (Roll 1d10)
d10 Animal Size CR
1 Cat Tiny 1/8
2 Raven Tiny 0
3 Owl Tiny 0
4 Poisonous Snake Tiny 1/8
5 Badger Tiny 0
6 Hare Tiny 0
7 Fox Tiny 0
8 Blood Hawk Small 1/8
9 Giant Crab Medium 1/8
10 Wolf Medium 1/4
 

Derth:

 
  • Skill Proficiencies: Stealth
  • Ability Proficiencies: +2 Dexterity, +1 Charisma, -1 Constitution
  • You may use the ability of Misty Step at will.
  • You can turn completely invisible up to twice per long rest.
 

Ormeus:

 
  • Skill Proficiencies: Performance
  • Ability Proficiencies: +2 Charisma, +1 Dexterity, -1 Intelligence
  • You may use the spell Charm Person up to five times per long rest. Use Charisma as your spellcasting modifier.
  • Whenever you succeed on Persuasion checks, if you beat the DC by 4 or more, the target becomes enthralled with you and will do their best to overachieve on what you asked of them.
 

Hentek:

 
  • Skill Proficiencies: Medicine
  • Ability Proficiencies: +2 Wisdom, +1 Intelligence, -1 Strength
  • Your darkvision extends to 200ft.
  • You gain advantage on all Intelligence and Wisdom rolls.

Comments

Please Login in order to comment!