TEXT: Homo-Sanguinem 
  The Afflicted Vampire
  Lady Rosaline Byron stood over her microscope 
  frowning. Yet again, her attempts to isolate the 
  Umbravirales-Sanguinem pathogen from her own 
  infected blood had proved to be a failure. It was 
  beginning to seem as if Adam Virus had specifically 
  designed his shadow plague to make the host dependant 
  on the infection. Any attempt to remove the virus had so 
  far only resulted in rapid decay and cell death. Alas, the 
  Cure for Vampirism eluded her another day.
  She packed up her microscope and other lab equipment, 
  and stepped out the door into the rainforest. Behind her, 
  the small lab quickly folded itself back up into a pocket-
  sized cube, which she placed inside her pack. The 
  others had already all but finished striking camp. 
  From across the clearing, A blue Dragonborn in 
  particularly maid-like attire smiled over at her.
  “Any new progress today madame?” The girl called out
  “Not today, Aluna, but soon! It’s only a matter of time 
  before I crack this. And with a more direct sample of the 
  blight, research should be far more fruitful!” She wasn’t 
  sure if she believed it herself, but at the very least it 
  helped to keep one’s chin up.
  Fact vs Fiction
  Legends of vampiric demons and bloodsucking 
  monsters have been passed down through the mortal 
  realm since almost the beginning of time. Parents 
  have told their children tales of horrifying beasts or 
  charismatic devils with supernatural powers and a thirst 
  for the pulsing red lifeblood of living creatures. And 
  in dark whispers, townsfolk speak of the fearful and 
  sanguine appetites of the waking dead. 
   
  In reality, true vampires , though they may share 
  many traits with these legends and tales, bear little 
  resemblance to the terrible monsters so commonly 
  heard of in folklore. Simple men and women , set upon 
  by a disastrous affliction, the modern Homo-Sanguinem 
  is a more often a tragic figure, who’s morbid reliance 
  on the blood of others is no more a fault of their own 
  than the colour of a man’s skin, or the serendipity of his 
  birth.\
  Symptoms and Affliction
  It is unknown to what degree the Sanguinem variation 
  of Umbravirales was originally designed to resemble the 
  traditional tales of vampirism, or what end the Madman 
  Adam Virus sought by releasing the Umbravirales 
  plague upon the world, however the resulting mutations 
  have by this point been well documented.
  The Sanguinem strain appears to exclusively afflict 
  humans, with other strains of the Umbravirales causing 
  separate mutations in other races. Early Symptoms 
  most often manifest within the first 3 years of childhood, 
  and include sunlight sensitivity, compounding anaemia, 
  and rapid loss of natural pigmentation in the skin, 
  eyes, and hair. As the disease progresses, syringe-
  like fangs begin to develop within the subject’s upper 
  jaw, and hyperaggressive behaviour is common as 
  severe anaemia gives way to reliance on regular blood 
  transfusions. 
   
  Infected individuals who survive into adolescence 
  often develop secondary traits, such as more increased 
  muscle growth, cognitive hyperactivity, or  other, less 
  quantifiable symptoms. Of particular note, subjects who 
  pass through adolescence, and are able to maintain a 
  healthy and regular schedule of blood transfusion seem 
  to show no signs of cell death or genetic atrophy. It is 
  Theorized that perhaps this type of “cellular immortally” 
  was the trait sought by Virus in his experiments.
  Unlike vampires of legend,  persons afflicted by Homo-
  Sanguinem are not inherently contagious, and while it 
  is possible to artificially contract the disease through 
  repeated transfusion of infected blood, cases of this are 
  understandably rare, and most often result in violent 
  and painful death due to system shock.
  
  Physical Appearance
  Those afflicted by the Sanguinem mutation are in 
  most cases easy to recognize by the time they reach 
  adulthood. A lack of pigmentation in the skin, hair, and 
  eyes results in marked albinism. In addition, the severe 
  anaemia and reliance on regular blood transfusions 
  often leaves subjects affected by the disease with a 
  frail or gaunt appearance - an appearance that oddly 
  enough is often deceptive in lieu of almost supernatural 
  constitution.
  Names
  Most afflicted individuals continue the traditions of their 
  human lineage, and bear no more outlandish names 
  than any other human of their upbringing.
  Homo-Sanguinem Traits
  Whether through birth, or unlikely infection, you are an 
  otherwise human carrier of the Umbravirales plague, 
  and gain the following traits and malformations.
  Ability Score Increase. Your Constitution score 
  increases by 2
  Age. Those affiliated by Umbravirales-Sanguinem seem 
  immune to the normal process of cell-death, and are 
  functionally immortal so long as they remain regular 
  blood transfusions.
  Size. Although often slightly taller than their relatives, 
  Infected individuals tend towards the same range of 
  height as normal humans. Your size is medium
  Speed. The Sanguinem mutation often grants a level of 
  unseemly quickness to the afflicted in their adult years. 
  Your speed is 40 feet
  Alignment. Despite unfounded rumours to the contrary, 
  those affected be the mutation have no innate leaning 
  towards evil, or any other alignment.  
  Transfusion. The most devastating ailment that the 
  Sanguinem mutation bestows is a severe anaemia 
  such that the afflicted becomes reliant on regular 
  transfusions. You cannot regain hit points as usual 
  during a short or long rest, and must receive at 
  minimum 1 pint of fresh blood each day or suffer a 
  level of exhaustion. Perhaps by work of Adam Virus, 
  Umbravirales-Sanguinem provides mechanism for this 
  transfusion by way of hypodermic fangs within the jaw 
  of the afflicted. 
  You gain a natural weapon in the form of a bite with 
  which you are proficient. Your bite is considered a 
  finesse weapon, which deals necrotic damage equal to 
  1d6 + your level and drains 4 ounces of blood from the 
  target, using your choice of dexterity or strength for it’s 
  attack and damage rolls. If the target of your bite attack 
  is not a construct, ooze, or undead, this damage reduces 
  it’s maximum hit points by the same amount until the 
  end of it’s next short or long rest, and you may spend a 
  number of hit dice equal to your proficiency bonus and 
  recover hit points equal to their total rolled value + your 
  constitution modifier 
  Alternatively, you may choose to bite a willing creature, 
  draining blood from their body. The target takes no 
  damage, but instead spends hit dice as they would 
  during a short rest, gaining no hit points. Any hit points 
  the target would normally gain by spending hit dice in 
  this way you gain instead. You drain 1 pint of blood for 
  each hit dice spent.
  Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever 
  you are trying to perceive is in bright light. In addition, 
  you take 1 radiant damage each round while your skin is 
  exposed to direct sunlight.  
  Radiant Aversion. Your body is weakened by even 
  relatively low doses of radiant energy. You have 
  vulnerability to radiant damage, and cannot benefit from 
  healing spells with a radiant source. When targeted by 
  these spells, you must make a charisma saving throw or 
  take radiant damage equal to the hit points they would 
  normally restore.
  Darkvision. A lifetime of avoiding the light has adapted 
  your vision to the dark. You can see in dim light within 
  120 feet 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.
  Sleepless. Whatever mutation the disease causes 
  within the brain and body, it seems that those afflicted 
  do not require rest in the same way as normal humans. 
  You do not require sleep, so long as you have received 
  a transfusion of at least 1 pint of blood in the past 24 
  hours.
  Blood Sense. The disease has made you acutely aware 
  of the flow of blood, even within other creatures. You 
  can sense the presence and location of all creatures 
  within 30 ft which have flowing blood.
  Sanguine Affinity. Something dark and powerful flows 
  within your blood. You gain one of the Blood Feats listed 
  on the following page, regardless of any prerequisites. 
  Unnatural Ability. Your specific incarnation of 
  Umbravirales-Sanguinem has heightened some aspect 
  of your body or mind. Choose either Strength, Dexterity, 
  or Charisma. Your ability score for this ability increases 
  by 2. 
  Languages. You can Speak, Read, and Write Common, 
  and one other language of your choice
    
  
  Images in order
  Devil Hand - Shen YH
  https://www.artstation.com/yh_shen
  Victorian Gothic - Andy Walsh
  https://www.deviantart.com/stayinwonderland
  Charia - ©Archbears
  https://www.archbears.com/
  Credits and 
  Acknowledgments
  Race By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  A Special thanks
  To My friends and players, who have helped me playtest 
  and fine-tune this class 
   
  To My wife, who has put up with my obsessive work. 
   
  And of course, to all my patrons and supporters, and to 
  those fans who continue to enjoy my work. I love what I 
  get to do for you guys, and hope to continue doing it far 
  into the future
  Fan Content Notice
  The Alchemist Class is unofficial Fan Content permitted 
  under the Fan Content Policy. Not approved/endorsed 
  by Wizards. Portions of the materials used are property 
  of Wizards of the Coast. ©Wizards of the Coast LLC.
  Blood Feats
  Vampiric affliction manifests different in each victim, 
  but always comes with an unnatural affinity for 
  manipulating life-force through blood. While these feats 
  are most prevalent in those affected by Umbravirales-
  Sanguinem, they can also be gained by those unaffected 
  by the vampire plague through extensive study of blood 
  magic rites.
  Blood of the Heretic 
  (Constitution 16, Ability to cast at least one spell)
  Weather by natural affinity, or heretical study, you have 
  mastered the forbidden rites of blood magic. When you 
  cast a spell, you may use a bonus action to expend a hit 
  dice, and gain one of the following effects:
  • Scarlet Binding. By consuming one ounce of a 
  creature’s blood and dealing slashing damage to 
  yourself equal to the spell’s level + the maximum value 
  of the hit dice spent, you may target that creature from 
  any distance, even if you do not have line of sight.
  • Blood Channel. When casting a spell which 
  requires concentration, you may choose to ignore the 
  concentration requirement of the spell and instead 
  take slashing damage equal to the spell’s level each 
  round that the spell remains in effect. To willingly end 
  the spell before for the end of its duration, you must 
  succeed on a constitution saving throw against your 
  own spell save DC
  • Sanguine Empowerment. You deal slashing 
  damage to yourself equal to the spell’s level + the 
  maximum value of the hit dice spent to empower your 
  casting, adding your constitution modifier to your 
  spell attack modifier or spell save DC 
  Damage you take as part of this feature cannot be 
  reduced in any way.
  Blood of the Beast
  (Constitution 16, Strength 15) 
  Your blood is empowered with a ferocity for battle and 
  a thirst for violence. As a bonus action on your turn 
  you may expend a hit dice and deal slashing damage 
  to yourself equal to the maximum value of that hit dice 
  to release the violent power of your blood, and gain the 
  following effects:
  • You have advantage on saving throws against spells 
  and magical effects
  • If a creature within 5 ft of you takes any action other 
  than the disengage action, you may use your reaction 
  to make an opportunity attack against them
  • You gain an additional number of reactions each 
  round equal to half your proficiency bonus. These 
  reactions can only be used to make opportunity 
  attacks.
  This release lasts for 1 minute or until you are knocked 
  unconscious. At the beginning of each of your turns 
  while this release is in effect, you expend an additional 
  hit dice, and take slashing damage equal to the 
  maximum value of the hit dice expended. As a bonus 
  action on your turn, you may attempt a wisdom saving 
  throw with a DC equal to 12 + your constitution modifier. 
  On a success, the release ends early.  
   
  Damage you take as part of this feature cannot be 
  reduced in any way.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/02-Races/Homo-Sanguinem (Vampire) Race By Clockwork Dragon.pdf