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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="Helldritch" data-source="post: 8122969" data-attributes="member: 6855114"><p>So. Ya wanna build a vampire race?</p><p>Check the Ixalan PDF</p><p></p><p>Vampire Traits</p><p>Your vampire character has the following traits.</p><p>Ability Score Increase. Your Charisma</p><p>score increases by 2, and your Wisdom score</p><p>increases by 1.</p><p>Age. Vampires don’t mature and age in the</p><p>same way that other races do.</p><p>Alignment. Vampires might not have an innate</p><p>tendency toward evil, but many of them</p><p>end up there. Evil or not, their strict hierarchies</p><p>incline them toward a lawful alignment.</p><p>Size. Vampires are the same size and build</p><p>as humans. Your size is Medium.</p><p>Speed. Your base walking speed is 30 feet.</p><p>Darkvision. Thanks to your heritage, you</p><p>have superior vision in dark and dim conditions.</p><p>You can see in dim light within 60 feet of</p><p>you as if it were bright light, and in darkness as</p><p>if it were dim light. You can’t discern color in</p><p>darkness, only shades of gray.</p><p>Vampiric Resistance. You have resistance</p><p>to necrotic damage.</p><p>Languages. You can speak, read, and write</p><p>Common (if it exists in your campaign) and</p><p>Vampire.</p><p>Bloodthirst. You can drain blood and life</p><p>energy from a willing creature, or one that is</p><p>grappled by you, incapacitated, or restrained.</p><p>Make a melee attack against the target. If you</p><p>hit, you deal 1 piercing damage and 1d6 necrotic</p><p>damage. The target’s hit point maximum</p><p>is reduced by an amount equal to the necrotic</p><p>damage taken, and you regain hit points equal</p><p>to that amount. The reduction lasts until the target</p><p>finishes a long rest. The target dies if this</p><p>effect reduces its hit point maximum to 0.</p><p>Feast of Blood. When you drain blood with</p><p>your Bloodthirst ability, you experience a surge</p><p>of vitality. Your speed increases by 10 feet, and</p><p>you gain advantage on Strength and Dexterity</p><p>checks and saving throws for 1 minute.</p><p></p><p>There you go mate. Ya got yar vamp. T'was easy to do ain't it?</p><p></p><p>Again, anything can be done and undone by the setting. Going for specifics outside the PHB is useless and pointless. The fixed Racial ASI are there to reinforce tropes and help playing both for and against type. The FR-ASI are a great tool that promotes diversity in builds and not the other way around. Starting with a 15 isn't that bad per see. It helps promote playing against type. When you have no types, then the race is only a matter of how you look. You have no struggle to play against type simply because nothing is holding you back.</p><p></p><p>Yes you can still play against culture and what not. But if there is no mechanical downside to do something, you have absolutely no merit on what you do. Grats, your dwarven fighter is a happy go lucky friendly guy who drinks water and likes elves. Where is the struggle in that? Ho... you're a bard? Hahem... not only do you play against type but you're also playing against culture. Now that is a change that has merits on its own.</p><p></p><p>Not that playing against culture can't be fun. It can absolutely be good. But you get no drawbacks in doing so. For me, it's kinda of a safety net in case the RP does not work, I can still be ok. Whereas going against type with fixed ASI is a wild and bold move that you'll have to work a lot to make it work. But one thing is sure, fixed ASI have always been good both for lore and tropes. They have been there since the 1ed. If something has worked out for so long, it must mean something. If it ain't broke, don't fix it. ASI were not broken. But they fixed it anyway, and in so doing, broke it even more than what it was <s>mean</s>t appearing to be. Check mountain dwarves and half-elves. It's gonna be hard to beat these.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8122969, member: 6855114"] So. Ya wanna build a vampire race? Check the Ixalan PDF Vampire Traits Your vampire character has the following traits. Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Age. Vampires don’t mature and age in the same way that other races do. Alignment. Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment. Size. Vampires are 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. Languages. You can speak, read, and write Common (if it exists in your campaign) and Vampire. Bloodthirst. 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. Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute. There you go mate. Ya got yar vamp. T'was easy to do ain't it? Again, anything can be done and undone by the setting. Going for specifics outside the PHB is useless and pointless. The fixed Racial ASI are there to reinforce tropes and help playing both for and against type. The FR-ASI are a great tool that promotes diversity in builds and not the other way around. Starting with a 15 isn't that bad per see. It helps promote playing against type. When you have no types, then the race is only a matter of how you look. You have no struggle to play against type simply because nothing is holding you back. Yes you can still play against culture and what not. But if there is no mechanical downside to do something, you have absolutely no merit on what you do. Grats, your dwarven fighter is a happy go lucky friendly guy who drinks water and likes elves. Where is the struggle in that? Ho... you're a bard? Hahem... not only do you play against type but you're also playing against culture. Now that is a change that has merits on its own. Not that playing against culture can't be fun. It can absolutely be good. But you get no drawbacks in doing so. For me, it's kinda of a safety net in case the RP does not work, I can still be ok. Whereas going against type with fixed ASI is a wild and bold move that you'll have to work a lot to make it work. But one thing is sure, fixed ASI have always been good both for lore and tropes. They have been there since the 1ed. If something has worked out for so long, it must mean something. If it ain't broke, don't fix it. ASI were not broken. But they fixed it anyway, and in so doing, broke it even more than what it was [S]mean[/S]t appearing to be. Check mountain dwarves and half-elves. It's gonna be hard to beat these. [/QUOTE]
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