Drakul

Drakul

Drakul

The Drakul are a race born from the mystique of vampiric lineage yet standing apart as beings of flesh and blood. Drakul inherit the haunting allure and formidable traits of their vampire ancestors, navigating the world between the living and the myths of the night. While they are not undead, the Drakul possess unique abilities and characteristics reminiscent of their ancient heritage, marking them as distinct and powerful entities in their own right.

Society and Culture

The Drakul society is enigmatic, often shrouded in secrecy and nestled within the shadowy fringes of the world. They form close-knit communities, bound by the shared understanding of their heritage and the need to navigate a world that fears their ancient lineage. Drakul culture is rich with traditions that celebrate their dual nature, blending the art, literature, and rituals of their human side with the mystique of their vampiric origins.

Relations with Other Races

The Drakul are met with a mixture of fascination and fear by other races. Their vampiric traits often evoke suspicion, but those who look beyond the myths find individuals of depth, charisma, and complexity. The Drakul seek to forge alliances based on mutual respect, often serving as mediators between the supernatural and human worlds.

Drakul Adventurers

Driven by a quest for identity, knowledge, or power, Drakul adventurers step into the world with a desire to shape their destiny beyond the shadows of their ancestry. They bring to their parties a blend of charm, resilience, and supernatural prowess, proving themselves as charismatic leaders, cunning strategists, or formidable foes. For a Drakul, the path of adventure is an opportunity to prove their worth, discover ancient secrets, and perhaps find a place where they belong in the vast tapestry of the world.

Age

Drakul mature at the same rate as humans but live much longer, often reaching up to 500 years. Their longevity is a testament to the vitality inherited from their vampiric lineage.

Alignment

The Drakul, with their complex heritage, tend toward neutral alignments. Their nature, influenced by the duality of human and vampiric ancestries, instills in them a deep sense of self-preservation and independence. This self-reliance can skew towards chaotic tendencies, as they often prioritize their freedom and the protection of their kind above societal laws. However, Drakul are as diverse in their moral compass as any race, with individuals spanning the spectrum from good to evil, shaped by their personal beliefs, experiences, and the influence of their communities.

Size

Drakul vary in height and build, typically standing between 5 to over 6 feet tall. Their stature combines elegance with an underlying strength.

Your size is medium.

Speed

Your base walking speed is 30 feet.

Your base swimming speed is 15 feet.

Your base climbing speed is 15 feet.

Languages

You can speak, read, and write: Common and 1 other language.

Ability Score Increase

  • Charisma: +2
  • Constitution: +1

Skill Proficiency

You have 1 of the following skills: Intimidation, Persuasion.

Race Features

Darkvision

Accustomed to the shadows, you have superior vision in dark and dim conditions, able to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Vampiric Resilience

You have resistance to necrotic damage and advantage on saving throws against disease, a nod to your supernatural heritage.

Predatory Charm

You have proficiency in the Persuasion or Intimidation skill (your choice), reflecting the persuasive or fearsome nature of your vampiric ancestors.

Bloodline Power

You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Charm Person spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sunlight Sensitivity

While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight, a vestige of your ancestors’ aversion to the sun.

Credits: Game Squires