Castlevania - The Homebrewery
Castlevania - The Homebrewery
Castlevania - The Homebrewery
Races of Castlevania
While humans are the only race in Castlevania, one can
easily reflavor a wood elf, a half orc, or any other non magical
medium race as being a human. Only those of the Belmont,
and possibly other monster hunting vampire lines, are variant
humans.
Dracula Shapechanger If Dracula isn't in sun light or running
water, he can use his action to Polymorph into a bat
Medium Undead
Neutral Evil swarm, a winter wolf, or a Medium cloud of mist, or
back into his true form. While in bat form, Dracula
can't speak, his walking speed is 5 feet, and he has a
Armor Class 25 (Natural Armor) flying speed of 30 feet. his Statistics, other than its size
Hit Points 696(33d20 + 350) and speed, are unchanged. Anything he is wearing
Speed 40 feet. Flying 50 feet (hover). transforms with him, but nothing he is carrying does.
he reverts to his true form if he dies While in mist
form, Dracula can't take any actions, speak, or
STR DEX CON INT WIS CHA
manipulate Objects. he is weightless, has a flying
30 (+10) 25 (+7) 28 (+9) 30 (+10) 15 (+2) 20 (+10) speed of 20 feet, can hover, and can enter a hostile
creature's space and stop there. In addition, if air can
Skills Arcana +15, Athletics +12, Intimidation +15 pass through a space, the mist can do so without
Saving Throws Strength +15, Dexterity +10, squeezing, and he can't pass through water. he has
Intelligence +10 advantage on Strength, Dexterity, and Constitution
Condition Immunities Poisoned, exhausted, charmed, Saving Throws, and he is immune to all nonmagical
frightened. damage.
Damage vuneralbilities physic. Regeneration So long as Dracula has at least 1 hit point,
Damage resistances piercing, slashing, and bludgeoning he regenerates 50 health at the start of his turn.
damage from magical sources; lightning, force, and
thunder. Spide climb Dracula can climb difficult surfaces,
damage immunities Piercing, Slashing, and bludgeoning including upside down on ceilings, without needing to
damage from non magical sources; poison, cold, make an ability check.
necrotic. Old Weakness If Dracula's heart is pierced with a
Senses Passive perception 15, Darkvision 300 feet, piercing weapon made of wood, while he is
True sight 20 feet incapacitated or unconcious, he takes 50 Necrotic
Languages Common, Elvish, Dwarven, Orcish, Giant, damage, and another 50 on the start of every one his
Abyssal, Infernal, Primordial. turns the stake remains in place. While staked Dracula
Challenge 30 (155,000 XP) can not use his actions, bonus actions, or regenerate
health. He loses all damage immunities and resistances
Legendary resistance (3/day) if Dracula fails a saving while staked.
throw, he can choose to succeed it instead
Actions
Innate Spellcasting Dracula can cast the following spells
innately. Multi attack Dracula may make 3 claw attacks, or
subsitute one of his claw attacks for a bite attack.
Fireball, Misty Step, control weather. (At Will)
Claw Melee Weapon Attack: +12 to hit, reach 5ft., one
Summon Greater Demon (2/day)
target. Hit 28 (4d8 + 10) slashing damage. The target
Infernal Calling (2/day) must make a DC 15 constitution saving throw or take
Gate (2/day) an additional 17 (2d6+10) saving throw.
Project Image (1/day) bite. Melee Weapon Attack: +10 to hit, reach 5ft., one
target. Hit 26 (4d12). the target must make a DC 15
Delayed Blast Fireball (3/day) constitution saving throw or take an additional 24
Frightful Presence Each creature of Dracula's choice, (4d6+10) necrotic damage.
within 60 feet of him and aware of his presence, must
succeed on a DC18 wisdom saving throw or become Legendary Actions
frightened of him for 1 minute. The creature may Dracula has 5 Legendary Actions, choosing from the
repeat this saving throw at the end of each of their actions below. Only one legendary action option can be
turns, ending the effect on a successful saving throw. If chosen at a time, and only at the end of another
a creature succeeds against this saving throw they are creature's turn. Dracula regains spent legendary actions
immune to frightful presence from Dracula for 24 at the beginning of his turn.
hours.
Detect Dracula makes a Wisdom (perception) check.
God's Antithesis All fiends within 500 feet of Dracula
must suceed on a DC 20 wisdom saving throw, or Claw Dracula makes a Claw attack.
immediatly become charmed by him. Following his Bite Dracula makes a Bite attack.
orders without question so long they remain on the
same plane. Throw (Costs two actions). A creature within 5 feet of
Dracula must make a DC 20 dexterity saving throw, or
be thrown 15 feet in a direction of Dracula's choice.
Dracula is the first vampire according to some legends, 1d4+1 of Dracula's soldiers join the fight. These soldiers
though this is near impossible to prove and most vampires use the Vampire Spawn stat block, and are armed with
will object to the statement. Despite this, none can disagree longswords.
with the fact he is the most powerful vampire by far. Luckily
A thick mist fills a 30 foot radius area, which Dracula can
for mortals, Dracula generally holds no desire for conquering
see, until the next initiative count 20. This mist blinds all
the world. Well, anymore.
creatures within it.
Legend holds that once Dracula loved a mortal woman,
who was killed by an inquisition for witchcraft. In his rage The inner mechanisms of the castle begin shifting. All
Dracula called a swarm of demons and devils unlike no other creatures, other than Dracula, in the castle must succeed
onto the world, and was only stopped by the skins of on a DC 15 dexterity saving throw or be knocked prone.
mortality's teeth. However, death does not stop one as strong
as he was, and through unknown means Dracula returned.
Still mentally broken as he was at death. Now he stays in his Special lair actions
ever moving castle. Watching. Waiting for the time where he If Dracula is near the proper room or magic item in his
can come back out and finish cleansing the world, so he may castle, he can do any of the following actions over the course
die in the ashes he leaves behind, and once more be with his of a certain time.
love.
When near a black mirror Dracula can open a portal to
anywhere on the material plane over the course of 3 turns,
Dracula's castle
using his actions, or open a portal to any one of the planes
Dracula's castle is an ever changing monstrousity, which over the course of an hour. This portal is maintained so
constantly changes to suit his needs. long as Dracula keeps his concentration.
The castle contains thousand of years of magical items,
arcane knowledge, and scientific research. The rooms When in the Teleportation mechanism control room
included always include a master bedroom, a teleportation Dracula can teleport the castle and all its inhabitants and
mechanism control room, an arcane labratory, a throne room contents to any point on the material plane over the
in the entrance hall, and a reading room. It also usually course of ten minutes.
contains feeding farms, dining rooms, and several dozen
When in his arcane research room he can cast any wizard
storage rooms, along with everything else that Dracula finds
spell of any level of 7th level or lower, as a ritual.
he needs.
Over the course of a week Dracula can magically change
the layout of his castle, so long as it remains structurally
stable, and make appear any common item he needs so long
as its value is less than 1000gp.
Lair effects
The area around Dracula's castle has the following effects:
Devils and demons appear within the area in 10 miles Dracula as an eventuality.
around the castle. Dracula can not be permanently killed. Legend has
it that if he is killed, beheaded, burned to ashes,
Dracula lair actions and a wish spell made upon the first dawn after his
death, he will stay dead. But this is just myth and
On initiative count 20 (losing ties) Dracula may take one of legend.
the following lair actions. He may not pick the same effect If his body is killed, Dracula comes back alive
two rounds in a row. 1D20X10 years later, his physical body and mind
restored to previous condition.
The rooms of Dracula's castle magically rearrange.
Making it to where a currently closed door (or space
through a wall) is now an entrance to a room of his choice.
This turkey randomly appears in the stone foundations of
magic items buildings. consumption of it takes an action, and heals 2d4+1
HP.
Some magic items found within the world of Castlevania
Looking Glass
Magic Item, rare.
These mirrors come in two forms: one way, and two way.
A one way Looking glass allows for the looking of
particular objects and people. When using to find an object,
one merely needs to know the general idea of what they are
looking for, and make a DC 15 Arcane check in order to see
the object. If the user wishes to see a creature, the creature
may make a DC 15 wisdom saving throw, so long as the
creature has some form of spell casting. If the creature has
no spell casting ability, they automatically fail the saving
throw. On a failed saving throw the user sees and hears the
creature, as if using Scry
A two way looking glass works similarly, but any creature
with their own looking glass can make a DC 10 arcana check
to look and hear through the two way glass. This can be used
for long distance communication, or spying on foolish
collectors of the arcane.
Wall Turkey
Common magic item
Shapechange When the Dhampir reaches 4th level they may
Dhampir Race use their action to polymorph into a swarm of bats or a wolf.
When they reach 10th level they may additionally become a
Vampires often hold few emotions past hatred and pain.
winter wolf (See Monster Manual). You may use this feature a
However, some rise above these instictual ideas and come to
number of times equal to your wisdom modifier (miminum 1),
love, or even cherish others. From these unions a half
before you must take a long rest.
vampire may be produced, a Dhampir, who finds themselves
in a place between worlds. While it is possible for these to be
produced from other, darker, means, but most vampires tend
to kill humans before such things can happen.
Dhampir traits
Make the following adjustments when playing a Dhampir:
Ability Score Improvement Damphyr are tough and fast.
+2 constitution, +1 dexterity
Age Dhampir age faster than their mortal parents,
reaching physical and mental maturity in half the time of
their mortal parent's race, after which they stop aging.
Average Height Dhampir tend to have a height a few
inches above the average of their mortal parent's race.
Average Weight Dhampir tend to be on the heavier side of
their mortal parent's race, but hold the appearence of being
very thin and muscular. The density of muscle is much higher
in these creatures.
Bite as an action you can make a bite attack with your
fangs. doing so does 1d4+strength necrotic damage, and you
regain an amount of HP equal to the damage dealt. The
target's maximum health is decreased by the damae done
until they finish a long rest.
Claws your nails are unnaturally strong and pointed. Your
unarmed attacks deal 1d4+strength modifier slashing
damage.
Languages Dhampir often learn languages from their
vampire parent's libraries; however, only those more Credit: Castlevania (2017-2018)
scholarly ones will remember more than the basics. You can
speak, read, and write common and one other language of
your choice.
Size dhampir are medium creatures generally, though
some may be small.
Sleep of the Dead If you suffer from a disease, horrible
injury, or have any of your scores lowered permanently, you
may choose to sleep in a coffin for any amount of time. The
damage done is healed after a week of this sleep, but you can
not wake yourself up from this slumber so long as the coffin
remains sealed. Instead someone or something must open
the coffin for you.
Vampire Hunter (Fighter I Kill Monsters!
When you reach 18th level you have fought enough undead
Subclass) for it to have changed you physically. The constant bloodshed
A shadowed figure attacks from the ally, aiming to rip the of undead creatures around you has made you resistant to
throat out of the lone warrior walking it. Dashing to the side, necrotic damage.
the warrior draws a whip from his side and swings it at the
figure's throat. In a flash of radiant energy, the figure turns to
fire and burns with an ear splitting howl.
"Good riddance," the warrior growls out. Stumbling into an
inn to celebrate his success.
Vampire hunters are those fighters who have specialized in
fighting the undead, and othWer creatures of evil energy.
Often they have been trained from a young age, or have had
horrid experiances with such creatures in the past. There not
always being vampires and undead to kill, some vampire
hunters work as mercenaries and thugs between jobs, where
they are often known as "terrifiers" on the battlefield. This
title is because of the brutal and unpredictable combat that Credit: Castlevania 2017-2018
many vampire hunters use even against humans.