Vampire, 4th Variant (5e Class)

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Vampire

A man walks into a open city street at night time. As he slips through the alleyways, he spots a beggar, dozing off. He sneaks over, preparing for a feast.

Once Alive

You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learn from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside of yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath.

Creating a Vampire

When making a vampire character, consider how you first became a vampire. Where you an experiment for some mad wizard, did you seek the power yourself or where you taken in as a pet for some vampire lord? How did you gain your freedom, did you steal blood from your master or find another way to break their control? What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. As far as backgrounds go it is up to you to pick a background more suited to your characters history.

Quick Build

You can make a Vampire quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the Criminal background.

Class Features

As a Vampire you gain the following class features.

Hit Points

Hit Dice: 1d8 per Vampire level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vampire level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, rapier, shortsword, longsword, longbow, scimitar
Tools: none
Saving Throws: Charisma, Constitution
Skills: Choose any three skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor or (b) Scale mail (if proficient)
  • (a) any weapon or (b) a shield (if proficient)
  • (a) an Explorer's Pack or (b) a Dungeoneer's Pack
  • Any weapon
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Vampire

LevelProficiency
Bonus
Vampire Ability PointsFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Child of the Darkness, Vampiric Bloodline, Vampiric Drain, Satiation
2nd+2Spellcasting, Evasive Style, Harvesting2
3rd+25Vampire Abilities, Hemomancy3
4th+26Ability Score Improvement3
5th+37Vampiric Bloodline feature42
6th+39Vampire's Charm42
7th+311Evasive Style(2), Mask of Mortality43
8th+312Ability Score Improvement43
9th+414Blood for Endurance432
10th+416Polymorphic, Vampiric Bloodline feature432
11th+418Blood for Strength433
12th+419Ability Score Improvement, No Limits433
13th+521Blood for Speed4331
14th+522Immortality4331
15th+524Vampiric Bloodline feature4332
16th+526Ability Score Improvement4332
17th+628Aura of Dread43331
18th+630Bloodthief43331
19th+632Ability Score Improvement43332
20th+634True Polymorphic43332


Child of the Darkness

(Vampire Racial Traits)

At 1st level, your blood gives you strengths and weaknesses not seen among mortals. You gain the following benefits and disadvantages:

- You are now undead type

- You are immune to exhaustion, but you still fatigue and need to rest your body

- You no longer need to eat, breath, or sleep. The way a vampire rests is similar to an elf’s trance, in which they are not asleep, but in a meditative state and fully aware of their surroundings

- You no longer age, naturally or magically

- You can no longer have your hit points restored by spells and potions

- If you are in sunlight, you have disadvantage on attacks and ability checks that rely on sight

- If you are in contact with direct sunlight, you take 1d6 radiant damage at the start of each of your turns (doubled because you are vulnerable)

- You have darkvision up to 60 feet

- When you start your turn in a dwelling without invitation from the occupants or running water, you must make a DC 24 Wisdom saving throw. If you fail, you take 6d6 psychic damage and must use all of your movement to remove yourself from the dwelling or running water

- If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed

- You are immune to disease, poison, poison damage and resistant to cold and necrotic damage

- You are vulnerable to radiant

- You are vulnerable to damage from silvered weapons

- You have immunity against being charmed

- Due to your non-beating heart and lack of breath or body warmth, you gain +5 on Dexterity (Stealth) checks that are contested against perception that relies on hearing ability. You also have no penalty on stealth checks to move into a creature's space without being noticed.

- Your Strength, Dexterity, and Constitution each increase by 2.

- Your attractiveness increases by 5.

Vampiric Bloodline

At 1st level, you choose a bloodline from Warrior, Mage, Shadow, or Ancient, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 5th, 10th, and 15th level. Your choice also gives you certain discounts on vampire abilities, as well as some exclusive abilities.


Vampiric Drain

At 1st level, you gain the ability to drain someone's blood in order to fuel your undying hunger. For 1 minute, you may attempt to drain the blood of a creature. This creature must be Small, Medium, or Large and be incapacitated or under the affects of your charm person feature. The creature cannot be an undead or construct (The creature must have blood). At the end of the 1 minute period, the creature must make a Constitution saving throw (DC = 12 + your proficiency bonus + your Charisma modifier). If they fail, they take 6d6 × your proficiency bonus necrotic damage. This damaged cannot be avoided or reduced. If this target is reduced to 0 hit points this way, you may either leave them unconscious for 1d4 hours or kill them immediately. If this damage kills the target, you gain satiation based on the size of creature. If it is Small, gain 2 satiation. If it is Medium, gain 4. If it is Large, gain 8. If this damage is done, but does not kill the creature, you gain half the satiation you would if you had killed it and the creature must make a DC 15 Constitution saving throw or contract vampirism. Either way, you immediately regain hits points equal to half the damage dealt. Whenever you use this ability, you may not use it on the same creature for 24 hours.

Satiation

At 1st level, your satiation represents how much blood you have in your system. You start with any amount chosen by your DM based on what you've been doing the last few days before the adventure. The maximum you can have is 20 and the minimum is 0. Every time you drain a creature of their blood using Vampiric Drain, you gain satiation points. Your satiation greatly affects you, making you more human the more filled you are, social and bright. Lack of blood makes you mad, increasing power, but also makes people very likely to attack you. Every 12 hours you go without draining blood, you lose 1 satiation. Whenever you would lose satiation, but you have 0 remaining, you instead gain 3 levels of exhaustion. Your satiation also affects which Vampire Abilities you can receive. See the table below for the effects of your satiation along with the ability check needed to tell that you are a Vampire:

SatiationEffectsDetection Check
19-20Gain +5 on Charisma checks. Add +3 to the DC of any Wisdom saving throw made by another creature to resist your influence. Your Strength and Dexterity are each reduced by 2.DC 25 Investigation
17-18Gain +4 on Charisma checks. Add +2 to the DC of any Wisdom saving throw made by another creature to resist your influence. Your Strength and Dexterity are each reduced by 1.DC 22 Investigation
15-16Gain +3 on Charisma checks. Add +2 to the DC of any Wisdom saving throw made by another creature to resist your influence. Your Strength and Dexterity are each reduced by 1.DC 20 Investigation
13-14Gain +2 on Charisma checks. Add +1 to the DC of any Wisdom saving throw made by another creature to resist your influence.DC 18 Investigation or DC 22 Perception
11-12Gain +1 on Charisma checks. Add +1 to the DC of any Wisdom saving throw made by another creature to resist your influence.DC 16 Investigation or DC 20 Perception
9-10NoneDC 13 Investigation or DC 17 Perception
7-8Gain -2 Charisma and +1 on damage rolls that use StrengthDC 11 Investigation or DC 15 Perception
5-6Gain -4 Charisma, +2 on damage rolls that use Strength, and +2 on Constitution saving throwsDC 9 Investigation or DC 13 Perception
3-4Gain -8 Charisma, +3 on damage rolls that use Strength, +3 on Constitution saving throws, +15 movement speed, and vulnerability to psychic damageDC 6 Investigation or DC 11 Perception
1-2Gain -12 Charisma, +4 on damage rolls that use Strength, +4 on Constitution saving throws, +20 movement speed, vulnerability to psychic damage, and resistance against bludgeoning, piercing, and slashing damage from nonmagical and nonsilvered weapons. you are unable to cast spells.DC 4 Investigation or DC 9 Perception
0Gain -16 Charisma, +5 on damage rolls that use Strength, +5 on Constitution saving throws, +25 movement speed, vulnerability to psychic damage, and resistance against bludgeoning, piercing, and slashing damage from nonsilvered weapons. You are unable to cast spells.DC 2 Investigation or DC 5 Perception

Spellcasting

By 2nd level, you have learned to draw on necrotic magic that surges in your veins in order to cast spells. See chapter 10 for the general rules of Spellcasting.

Preparing and Casting Spells

The Vampire table shows how many Spell Slots you have to cast your Spells. To cast one of your vampire Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of vampire Spells that are available for you to cast, choosing from the vampire spell list. When you do so, choose a number of vampire Spells equal to your Charisma modifier + half your vampire level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of vampire Spells requires time spent in deep thought: at least 1 minute per Spell Level for each spell on your list.

You also learn 4 cantrips from the vampire spell list. You do not receive more at later levels.

Spellcasting Ability

Charisma is your Spellcasting ability for your vampire Spells. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a vampire spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Evasive Style

You adopt a style of evasion as your specialty. At 2nd level, and again at 7th level, choose an evasive style from the list of optional features. You can't take the same Evasive Style option more than once, even if you get to choose again.


~Uncanny dodge

When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.


~Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


~Horde Defense

When a creature hits you with a melee attack, other creatures have disadvantage on attack rolls against you until the start of your turn.


~Unarmored Defense

While you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


Harvesting

Starting at 2nd level, you gain the ability to harvest blood from dead creatures. You may extract blood from a creature that died less than an hour ago into a container you have. It takes 1 minute per 2 pints you harvest. For blood, a small creature has 4 pints, a medium 8 pints, a large creature has 32 pints, and so it continues to multiply by 4 with each size. If you want to drink blood, they act as both hit points and satiation restorers. For every 4 pints of blood you drink, you regain 1d8 hit points and 1 satiation. Any blood goes bad after a week of not being drunk. You can drink up to 8 pints as a bonus action, or up to 16 pints as an action.

Vampire Abilities

At 3rd level, you are finally starting to manifest some of your vampiric abilities. You have a pool of 5 vampire ability points in which you use to select vampire abilities. You get more points as you level up in this class, as shown on the vampire table. At the completion of each long rest, you may select any number of vampire abilities at the end of the class description whose total vampire ability point cost is equal or less than your vampire ability point pool and gain their effects. Certain vampire abilities may have other prerequisites, such as a level requirement. If an increase in satiation would make you ineligible for a vampiric ability you already have selected, that ability is disabled until you reselect it after your satiation goes back down.


Hemomancy

At 3rd level, you can choose up to a number of spells from the vampire spell list equal to your Charisma modifier with spell level up to half of your vampire level (rounded up) +1. You can expend one use of this feature to cast any of those spells. When you do, immediately lose 2 satiation. A spell that is the highest level that you can cast with this feature requires two uses of this feature to cast instead of one, unless you only have one use. You can use this feature a number of times equal to half of your proficiency bonus. You can exchange one of the spells with another one whenever you gain a level in this class.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, or 22, if you have unlocked your No Limits feature.


Vampire's Charm

At 6th level, you gain the ability to entice someone into being your friend. A target whom is not hostile to you and who you can see within 30 feet makes a Wisdom saving throw (DC = 10 + your proficiency bonus + your Charisma modifier). If they fail, they fall into a trance, becoming charmed by you and regard you as a friendly acquaintance for 24 hours, but act normally otherwise. If you give them a reasonable command, they must make another Wisdom saving throw with the same DC. If they fail, they must obey to the best of their ability. They can make a saving throw that has advantage whenever they take damage to break out. You may use this ability a number of times equal to your Charisma modifier (minimum of 1), and regain all uses when you complete a long rest.

Mask of Mortality

At 7th level, you have discovered how to better hide you vampiric nature. As a bonus action, you may create an illusion that makes yourself look more normal that lasts until dispelled. While active, it increases the DC required to recognize you are a vampire by your charisma modifier + your proficiency bonus. You may deactivate as a bonus action. Whenever you take 30 or more damage from a single hit, you must make a Constitution saving throw with DC equal to 1/2 of the damage dealt or this feature stops working. A detect magic spell will reveal you are using an illusion to disguise yourself. A dispell magic spell will stop this feature from working for 1d4 hours.


Blood for Endurance

Starting at 9th level, you gain the ability to sacrifice some blood for the aptitude to fight on in battle. As a bonus action, you may lose 2 satiation. If you do, you have advantage on Constitution saving throws and you gain temporary hit points at the start of each of your turns equal to twice your Constitution modifier for 1 minute. In addition, if all of your your hit die are exhausted and you take a short rest, you can expend satiation as if it were hit die to restore hit points, with 1 satiation being equivalent to a d8 hit dice.

Polymorphic

At 10th level, you gain the ability to transform into creatures. You may choose up to 3 beasts or monstrosities with CR 5 or less. You may choose a creature with more than CR 5, however it will have the stats similar to a juvenile of its species(speak to your DM about what a creature fitting this criteria’s stats would be). You may transform into any of those creatures as a bonus action. When you do, your Strength, Dexterity, and Constitution scores are replaced by the creature, as well as their hit points and hit dice. If the creature's Intelligence, Wisdom, or Charisma score is greater than your own, you assume that score as well. Choose one of your forms to be your main form(a creature fitting the above-CR 5-criteria would have growth cycles: juvenile, adult, then the peak of its species). That form will grow with you as you level. If the monster has a growth cycle, then follow that (Young Red Dragon, Adult Red Dragon, then Ancient Red Dragon, for example). You gain the scaling bonuses or growth cycles at 15th and again at 20th level. When you drop to 0 hit points or below while transformed, you immediately change to your normal form and assume the amount of hits points you had when you transformed, and you cannot transform into that creature using this feature until you complete a long rest. When you transform, you assume the remaining hit points that the creature had when you last transformed from that form. (For example, if you transform into a griffin with 59 hit points, you take damage reducing you to 41 hit points, you transform back into you normal form, then later transform back into a griffin, you only have 41 hit points.) All 3 forms are completely restored to full hit points when you take a long rest. You may transform back as a bonus action. As a bonus action, you may partially change a portion of your body or take on one trait of one of your three forms(such as wings sprouting from your back or long claws for unarmed attacks). Only one trait may be active at once.

Blood for Strength

Starting at 11th level, you gain the ability to sacrifice some blood for increased power to vanquish foes. As a bonus action, you may lose 3 satiation. If you do, you have advantage on all strength checks and you add your proficiency bonus to damage rolls that use strength for 1 minute.

No Limits

You follow no mortal laws. You are superior in every way. Starting at 12th level, your maximum for each ability score increases to 22.

Blood for Speed

Starting at 13th level, you gain the ability to sacrifice some blood for enhanced agility and speed. As a bonus action, you may lose 4 satiation. If you do, you become under the effect of Haste for 1 minute.

Immortality

At 14th level, your vampirism has developed to a point where you cannot fall in battle like mere mortal men. Whenever you die while not in sunlight, you instead fall unconscious for 1d4 hours. If you take fire damage or radiant damage, this feature is disabled for 1 minute.

Aura of Dread

Starting at 17th level, your very presence bends the necrotic energies around you. You can no longer be harmed by necrotic damage and it instead heals you equal to the damage you take. Any creature within 30 feet of you cannot regain hit points or cast any spells that restore hit points. You can deactivate and reactivate this feature as a bonus action.


Bloodthief

At 18th level, you can drain the blood of a vampire. You can use your Vampiric Drain ability on vampires. When you kill a vampire this way, you permanently gain 1 additional vampire ability point, up to a maximum of 50, and you gain satiation equal to half of that vampire's remaining satiation. If your DM is using other rules for vampires, simply gain the satiation you would normally get for a creature of that size.


True Polymorphic

At 20th level, you gain the ability to transform into stronger creatures. You may exchange 1 of the forms you chose at 10th level with CR 10 or less. You may transform into any of those creatures as a bonus action. When you do, your Strength, Dexterity, and Constitution scores are replaced by the creature, as well as their hit points and hit dice. If the creature's Intelligence, Wisdom, or Charisma score is greater than your own, you assume that score as well. All proficiencies, traits, and features of that creature are assumed in addition to retaining your own. Your main form has now reached its maximum potential (or completed its growth cycles to nearly maximum)(damage, health, etc.). However, because of the strength of your main form, you outwardly express some of the natural personality traits of that form, whatever they may be (For example, if you choose a Gorgon, you will have an unfaltering rage that will cause you to lash out on friend and foe alike if you cannot control it). When you drop to 0 hit points or below while transformed, you immediately change to your normal form and assume the amount of hits points you had when you transformed, and you cannot transform into that creature using this feature until you complete a long rest. When you transform, you assume the remaining hit points that the creature had when you last transformed from that form. (For example, if you transform into a griffin with 59 hit points, you take damage reducing you to 41 hit points, you transform back into you normal form, then later transform back into a griffin, you only have 41 hit points.) All 3 forms are completely restored to full hit points when you take a long rest. You may transform back as a bonus action. As a bonus action, you may partially change a portion of your body or take on one trait of one of your three forms(such as wings sprouting from your back or long claws for unarmed attacks). You may now have three traits active at once, but never two from the same creature.

Warrior

Your power comes from overpowering your opponents in a mess of blood and steel.

Bonus Proficiencies

At 1st level when you select this bloodline, you become proficient in Martial weapons, Medium armor, and shields.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.


~Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.


~Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.


~Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.


~Grappling

You can attempt to grapple or shove a creature as a bonus action.


~Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.


Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Frenzy

Starting at 10th level, you may go into a frenzy as a bonus action, gaining the following effects:

- You lose 1 satiation at the start of each of your turns.

- You may use a bonus action to drain the blood of a creature who you just reduced to 0 hit points with a melee attack in the same turn, regaining satiation depending on its size. If it is Small, gain 2 satiation. If it is Medium, gain 4. If it is Large, gain 8.

- Whenever you reduce a creature to 0 hit points with a melee attack, you gain an additional action, up to 4 times. This special action can only be used to make a melee attack (maximum of 2 attacks) or use the dash action. Whenever you gain an action this way, you lose 1 satiation.

- Your movement speed increases by 10, and increases by an additional 5 every time you reduce a creature to 0 hit points with a melee attack in this frenzy.

- Your frenzy immediately ends if you end your turn without dealing any damage.

- When your frenzy ends, you have disadvantage on attacks, ability checks, and saving throws for a number of rounds equal to the number of rounds you were in your frenzy.

You may use this feature a number of times equal to your Strength modifier. Any expended uses are regained after a long rest.


Flawless Aim

Starting at 10th level, you can enter a focus, a state of perfection of mind, as a bonus action. While you are in a focus, you gain the following benefits:

- You have advantage on perception checks

- Creatures do not benefit from half cover or three-quarters cover when you target them with a ranged attack

- you may add your proficiency bonus to the damage roll of any ranged weapon attack you make

- your focus ends immediately if you take any bludgeoning, piercing, or slashing damage, or are forced to make a dexterity saving throw, unless you succeed the save DC by 5 or more.

You may use this feature a number of times equal to your Dexterity modifier. Any expended uses are regained after a long rest.


Monster Slayer

Starting at 15th level, you have noted the weaknesses in gigantic creatures, and developed keen ways to exploit them. You strike critical hits on 1920, or 1820 on creatures that are huge or larger. In addition, creatures large or larger get -5 on attacks rolls against you.

Mage

Your power comes from ripping your opponents apart by harnessing the strength of magic.

Full Spellcasting

At 1st level when you select this bloodline, you take on spellcasting earlier and more in depth than a normal vampire. You forfeit your Spellcasting feature gained at level 2.

Preparing and Casting Spells

The Vampire table shows how many Spell Slots you have to cast your Spells. To cast one of your vampire Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of vampire Spells that are available for you to cast, choosing from the vampire spell list. When you do so, choose a number of vampire Spells equal to your Charisma modifier + your vampire level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of vampire Spells requires time spent in deep thought: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Charisma is your Spellcasting ability for your vampire Spells. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a vampire spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier


Spell Slots per Spell Level

LevelCantrips Known1st2nd3rd4th5th6th7th8th9th
1st32
2nd331
3rd341
4th342
5th4432
6th4433
7th44331
8th44332
9th443331
10th543332
11th5433321
12th5433321
13th54333211
14th54333211
15th543332111
16th543332111
17th5433321111
18th5433331111
19th5433332111
20th5433332211
Arcana Mastery

Starting at 5th level, you gain proficiency in arcana. If you are already proficient, you may add twice your proficiency bonus instead.

Pay the Price

Starting at 10th level, you gain the ability to pay material components in blood. Whenever you cast a spell which consumes material components, you may ignore the material cost, but you take 1d10 × the spell's level necrotic damage. This damage cannot be avoided or reduced. You also lose satiation equal to 1 + the spell's level.

Blood Magic

Starting at 15th level, you can trade in some of your blood in order to regain spell slots. As a bonus action, you may lose any amount of satiation points. You take necrotic damage equal that amount × 1d4. This damage cannot be avoided or reduced. You regain spell slots whose total spell level is less or equal to the amount of satiation you lost.

Shadow

Your power comes from being able to stealthily accomplish tasks undoable by mortal men.

Bonus Proficiencies

At 1st level when you select this bloodline, you become proficient in Longbow, Rapier, Shortsword, Scimitar, and 2 skills of your choice.

Sneak Attack

At 1st level, whenever you attack with advantage for 1st time every turn, you may instead make 1 additional attack for each source of advantage. Each attack does not have advantage. Alternatively, whenever you attack for the 1st time every turn with an ally within 5 feet of the target, you may make two attacks instead of one. For either, the attack must use a finesse or a ranged weapon.

Shadow Run

At 5th level, you gain additional 25 movement speed in darkness, or 10 in dim light. Additionally, you may disengage as a bonus action if you are in darkness or dim light.

Dark Mind

At 5th level, you can maintain concentration on 2 spells simultaneously. If an effect would break your concentration, it breaks concentration on both spells.

Deliverer of Death

Starting at 10th level, your weapon attacks deal additional necrotic damage equal to your charisma modifier.

Demonic Speed

Starting at 15th level, your finesse has grown to a point where you are a blur. Up to once per turn whenever you take the dash action, you may make a melee attack during the move, or immediately following. If you make it during the move, you gain -5 to the attack roll, +10 to the damage roll, and you don't provoke opportunity attacks from that creature if you hit. In addition, whenever you make a ranged weapon attack, you may use a bonus action to make another ranged weapon attack.

Ancient

Your power comes from your distant ancestors, whose abilities are nothing like the modern vampires seen today.

Ancient Mastery

At 1st level, you gain proficiency in Deception, Insight, and Perception. In addition, you may reroll any saving throw, ability check or attack roll. You may decide to reroll after you make the initial roll, but before the DM tells you whether you fail or succeed. After you use this feature, you may not use it again until you complete a long rest.

Eldritch Power

At 1st level, you gain one eldritch invocation of your choice from the warlock class. If an eldritch invocation has Prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its Prerequisites. A level prerequisite refers to your level in the Vampire class. An invocation that refers to a warlock spell slot instead means a spell slot of the lowest level you could normally cast the spell. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. An invocation that refers to pact weapon works on any weapon you wield instead. You gain three additional invocations at 5th level, 10th level, and 15th level.

Bonus Points

Starting at 5th level, add vampire ability points equal to your vampire level to your vampire ability point total.

Vampire Lord

Starting at 10th level, you may transform into a vampire lord as an action. Your Satiation becomes 12 if it is higher than 12. You may change back as a bonus action. You gain the following effects while in vampire lord form:

- You gain temporary hit points equal to your proficiency bonus × your Constitution modifier

- You gain +5 Strength and +5 Charisma, up to a maximum of 30

- Your unarmed strikes now deal 1d6 slashing damage

- Your minimum AC is 15 + your Dexterity modifier

- You gain a flying speed of 30 feet

- Your Satiation cannot increase above 12.

- Your body undergoes a serious change. Any armor or clothing that isn't specially designed to accommodate the change is ruined, giving no AC bonus.

- Your appearance instantly reveals to anyone that you are a vampire, and government and law enforcement know you are even more dangerous than a normal vampire, likely attacking you on sight

- Other vampires regard your power and look up to you, giving you +2 on Charisma checks with them, but anyone else sees you as a monster, giving you -10 on Charisma checks with them


Feral Gaze

At 15th level, you can use your action to spend 3 satiation in order to curse one target within 120 feet. The target becomes paralyzed. It can make a Wisdom saving throw at the start of each of it's turn to end the effect. After you use this feature, it costs 3 additional satiation for each subsequent use. This resets after you complete a long rest.

Vampire Abilities

Any abilities that refer to level refer to your level in this class. You must meet the prerequisites and satiation requirements in order to select an ability. If an ability allows you to spend additional points, you must spend additional points on every additional effect that you buy.


Master of Mist

Cost: 3

You can cast fog cloud as a 1st level spell at will. If you spend an additional 2 points, casting fog cloud this way doesn't require concentration. You can spend any additional number of points. The spell level increases by 1 for each point you spent.


Spider Climb

Cost: 4

You can move at half of your walking speed across surfaces of any angle without falling.


Death Stare

Prerequisites: 15th level

Cost: 6

You can use your action to give a life-stealing burst of magic to an enemy. Choose one creature within 30 feet who can see you, and you can see it. It must make a Constitution saving throw or it dies if it has 150 hit points or less. If it has more than 150 hit points, than it instead takes 20d10 psychic damage and become paralyzed. The target can make a Constitution saving throw at the start of each of its turns to end the effect. If it succeeds, than it takes 10d10 psychic damage with no additional effects.


Vampiric Weapon

Cost: 3

You obtain the power to infuse your weapons with necrotic magic. You can spend 2 satiation in a 1 minute ritual to infuse a weapon with magic. For 8 hours, you gain +1 to attack and damage rolls with that weapon. If you spend 4 more points on this ability, and spend 2 more satiation, this bonus increases to +2. If you spend 6 more points on this ability, and spend 3 more satiation, the weapon also restores your hit point when you deal damage with it equal to one quarter of the damage dealt.


Night Step

Prerequisites: 7th level

Cost: any number of points

You can teleport up to 30 feet away into an unoccupied space that you can see as a bonus action. You can use this feature a number of times equal to the number of points you spent on this ability. You regain spent uses after completion of a short rest.


Arcana Sense

Prerequisites: 7th level

Satiation: 1220

Cost: 4

Discount: Mage -2

You always have Detect Magic and Detect Evil and Good cast.


Fiery Temper

Prerequisites: 17th level

Cost: 5

You may cast Hellish Rebuke at will as a 4th level spell.


Shadow Malefice

Prerequisites: Shadow Bloodline, 17th level

Cost: 8

You can summon large amounts of energy made of pure shadow. As a bonus action, you call forth a sphere 60 feet in diameter centered on you that creates a thick darkness that spreads around corners. This lasts for 1 minute. The area inside the field is darkness, and darkvision doesn't work inside either, effectively making any creature inside blind. Only magic of 9th level can enable a creature to see inside the dome. Vampires are the exception that can see in this shadow as if it were bright light. At the start of each of your turns, 1d4-1 shadows appear somewhere inside the sphere and are allies to you and your companions. They last until the effect ends. After you use this ability, you may not use it again until you complete a long rest.


Restoration Learner

Satiation: 1020

Cost: 5

Discount: Mage -3

Spells and potions can now restore your hit points. You also learn the following spells: Healing Word, Cure Wounds, Lesser Restoration


Skillful Maneuvering

Cost: 4

You gain proficiency in acrobatics and athletics. If you are already proficient, then you can add twice your proficiency bonus instead. In addition, your jump height and distance are doubled, and you may use your reaction to reduce any fall damage by your Dexterity modifier × your Vampire level. If you spend an additional 3 points on this ability, your jump height and distance are multiplied by 10 instead.


Enhanced Run

Cost: 2

You may take the dash action as a bonus action.


Extra Attack

"Prerequisites: Shadow Bloodline, 11th level, or Ancient Bloodline, 5th level"

"Cost: 5"

You can Attack twice, instead of once, whenever you take the Attack action on your Turn.


Extra Attack (2)

"Prerequsites: Warrior Bloodline, 17th level"

"Cost: 9"

You can Attack three times, instead of twice, whenever you take the Attack action on your Turn.


Subtle Enchantments

Satiation: 1020

Cost: 2

Discount: Mage -1

Any creature who succeeds a Wisdom saving throw against you doesn't know that it has been attempted to be enchanted. In addition, whenever an effect of enchantment wears off, the creature doesn't know that it had been charmed.


Unyielding Grip

Prerequisites: Warrior Bloodline

Cost: 3

You gain advantage on strength checks to grapple someone or prevent someone from escaping a grapple. In addition, you cannot be disarmed.


Versatility

Prerequisites: 11th level

Satiation: 1420

Cost: 6

You may prepare twice as many spells as you normally would be able to.


Masked Spells

Cost: 1

Your spells no longer require verbal or somatic components. If you spend an additional 2 points on this ability, you may ignore material material components not consumed by the spell.


Dexterous Aptitude

Cost: any amount of points

"Discount: Warrior, Shadow, Ancient -2 per score increase"

Your Dexterity score increases by 1 for every 3 points you spent on this ability, up to a maximum of 26.


Inhuman Strength

Cost: any amount of points

"Discount: Warrior, Shadow, Ancient -2 per score increase"

Your Strength score increases by 1 for every 3 points you spent on this ability, up to a maximum of 26.


Poison Claws

Prerequisites: 10th level, Ancient Bloodline

Cost: 3

Your unarmed strikes deal an additional 4d6 poison damage while in vampire lord form.


Frightful Presence

Prerequisites: 10th level, Ancient Bloodline

Cost: 6

While in your vampire lord form, any onlookers other than your companions must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.


Spell Lord

Prerequisites: 17th level, Ancient Bloodline

Cost: 5

You can cast spells with casting time of an action as a bonus action while in vampire lord form.


Power Monger

Prerequisites: 17th level, Ancient Bloodline

Cost: 8

Whenever you expend a use of a spell slot, feature, or ability in vampire lord form, roll a d6. On a 5 or 6, you immediately regain use of that spell slot, feature, or ability.


Armored Agility

Prerequisites: 7th level

Cost: 6

Whenever you are wearing Medium armor, you may add your Dexterity modifier to your AC up to a maximum of 5 instead of 2. In addition, whenever you are wearing heavy armor, you may add your Dexterity modifier to your AC up to a maximum of 2.


Fleet of Foot

Cost: 2

Your base walking speed increases by 5. This bonus increases by another 5 for every additional point spent on this ability.


Fighting Style

Cost: 5

"Discount: Warrior -2"

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. You may spend 6 (4 with warrior) additional points on this skill any amount of times. For each time you do so, select an additional fighting style from the list.


~Archery

You gain a +2 bonus to Attack rolls you make with Ranged Weapons.


~Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.


~Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.


~Grappling

You can attempt to grapple or shove a creature as a bonus action.


~Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.


Extra Bonus Attack

Prerequisite: Warrior Bloodline or Ancient Bloodline, 11th level

Cost: 6

When you engage in two-weapon fighting, you can make two attacks, instead of one, whenever you attack using a bonus action.


Combat Drain

Cost: 3

Whenever you are grappling a creature, you may use your action to attempt to drain the blood of the grappled creature. The target must have blood. The target must make a Constitution or Dexterity saving throw (their choice) (DC = 8 + your proficiency bonus + your Strength modifier). The target takes 8d6 necrotic damage on a failed save, or half as much on a successful one, and you regain hit points equal to half the damage dealt. You also regain satiation based on the creatures size equal to half the amount you would normally get from you Vampiric Drain feature. Your grapple on the creature ends. On a failure, due to blood loss, the creature must make a Constitution saving throw at the end of each of it's turns or fall unconscious for 1d4 hours. The blood loss effect ends after 3 successful saves.


Regeneration

Prerequisites: 10th level

Cost: any amount of points

At the start of each of your turns where you have less than half of your hit points remaining but at least one hit point, you regain hit points equal to the amount of points of spent on this ability. If you have hit points above half of your total hit points, you only gain a quarter of what the points spent on this ability. If you take radiant damage or damage from holy water, this ability doesn't function at the start of your next turn.


Vampiric Resilience

Cost: any amount of points

"Discount: Warrior, Shadow, Ancient -2 per score increase"

Your Constitution score increases by 1 for every 3 points you spent on this ability, up to a maximum of 26. Modify your hit points accordingly.


Sunlight Resilience

Satiation: 1220

Cost: 3

You now have -2 instead of disadvantage on attacks and ability checks relying on sight in the sunlight. In addition, you take 2d6 radiant damage per hour in the sunlight, instead of 1d6 per round.


Physical Defense

Prerequisites: 13th level

Cost: 6

You gain resistance to slashing, piercing, and bludgeoning attacks from nonsilvered weapons.


Legendary

Prerequisites: 20th level

Cost: 15

You gain the ability to use legendary actions. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.


~Move

You move up to half of your speed.


~Attack

You make one weapon attack.


-Cast

Cast a cantrip or a spell with casting time of a bonus action.

~Cast (Cost 2 actions)

Cast a spell of 4th level or lower with casting time of 1 action.


~Cast (Cost 3 actions)

Cast a spell of 5th level or higher with casting time of 1 action.


Vampirirc Summonings

Cost: 6

Discount: Ancient -3

As an action you may summon 6d6 CR 1/8 beasts, 3d6 CR 1/4 beasts, 1d8 CR 1/2 beasts, or 1d4 CR 1 beasts into unoccupied spaces within 30 feet. They stay with you for an hour or until dispelled. If you spend an additional 3 points on this ability, they may be any creatures, instead of being restricted to beasts. If you spend an additional 6 points on this ability, you may either summon twice as many creatures or twice the CR. Once you use this ability, you may not use it again until you complete a long rest.


Impose Fear

Prerequisites: 7th level

Satiation: 012

Cost: 5

Discount: Ancient -2

As an action, one creature of your choice that is within 60 feet of the you and aware of you must succeed on a Wisdom saving throw (DC = 6 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. If you are under 6 satiation, increase the DC by 2. You may spend an additional 5 points on this ability. If you do, add 6 to the DC of the saving throw.


Natural Weapons

Satiation: 016

Cost: 3

Discount: Ancient -2

Your vamprism has manifested claws upon your personage, granting you 1d6 slashing damage in replace of your normal unarmed strike. If you spend an additional 4 points on this ability, this damage increases to 1d8.


Blood Hunter

Cost: 5

Discount: Shadow -2

You crave for blood drives you on the battlefield. If there is an enemy creature that you can see under half of their maximum hit points, you gain advantage on attack rolls against them, you gain disadvantage on attack rolls against any creature above half of their maximum hit points, and your walking speed increases by 30 feet, but you must end up closer to a weakened creature than you started.


Draining Weapons

Cost: any amount of points

You gain the ability to sap your opponent's life through your attacks. Whenever you hit an enemy with a weapon attack, you may expend one use of this feature. If you do, you regain hit points equal to the damage dealt. You can use this ability a number of times equal to the amount of points you spent on this ability. You regain all expended uses when you complete a long rest.


Additional Evasive Styles

Prerequisite: Shadow Bloodline

Cost: 6

You adopt another style of evasion as your specialty. Choose an evasive style from the list of optional features. You can't take the same Evasive Style option more than once, even if you get to choose again. You may spend 7 additional points on this skill any amount of times. For each time you do so, select an additional evasion style from the list.


~Uncanny dodge

When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.


~Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


~Horde Defense

When a creature hits you with a melee attack, other creatures have disadvantage on attack rolls against you until the start of your turn.


~Unarmored Defense

While you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


Extra Armored

Cost: 2

You gain proficiency in Medium Armor. If you are already proficient in Medium Armor, gain proficiency in Heavy Armor. You buy this ability twice.


Elemental Resistance

Cost: any amount of points

For every 3 points you spent on this ability, you gain resistance from one type of damage, from lightning, thunder, cold, acid, or necrotic. If you choose cold or necrotic, you gain immunity instead.


Create Thrall

Prerequisites: 9th level

Satiation: 1020

Cost: 5

You have the ability to enslave mortal men to do your bidding. Whenever you drain a target with your Vampiric Drain feature without killing them, you may attempt to enthrall them. If you do, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If they fail and their maximum hit points are less than yours, they become your permanent slave. You form a telepathic link with them and may control their actions as you please without spending an action. If you are incapacitated or do not give them orders, they will defend themself but otherwise do nothing. They may repeat this saving throw at the end of every 30 days. If they succeed, the effect ends. You may also dismiss their service as a bonus action. You may have a number of thralls equal to your Charisma modifier.


Truesight

Prerequisites: 11th level

Satiation: 620

Cost: 4

You gain truesight out 30 feet.


Imager

Cost: 4

You may cast Silent Image at will without expending a spell slot.


Empowered Arcana

Prerequisites: 11th level

Satiation: 1420

Cost: 9

When you select this ability, choose one: illusion, enchantment, or necromancy. Whenever you cast a spell of the chosen school, creatures have disadvantage on saving throws against that spell.


Iron Will

Satiation: 1020

Cost: 3

You have advantage on saving throws against being paralyzed, frightened, stunned, or confused.


Countercharm

Satiation: 1620

Cost: 2

Whenever someone attempts to charm you or use a spell from the enchantment school on you, the effect is instantly turned back on them as if you were the caster and they were the target.


Spell Stealer

Prerequisites: 9th level

Satiation: 1020

Cost: 3

Whenever you successfully charm someone or drain their blood, they lose spell slots with total spell levels of 15 or less, and you regain those spell slots.

Vampire Spell List

Cantrips

Booming Blade, Chill Touch, Dancing Lights, Eldritch Blast, Friends, Frostbite, Green-Flame Blade, Mage Hand, Minor Illusion, Poison Spray, Prestidigitation, Thunderclap, Vicious Mockery

1st Level

Armor of Agathys, Arms of Hadar Bane, Burning Hands, Cause Fear, Charm Person, Command, Comprehend Languages, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Hellish Rebuke, Hex, Hideous Laughter, Ice Knife, Illusory Script, Inflict Wounds, Jump, Longstrider, Protection from Good and Evil, Ray of Sickness, Shield, Silent Image, Sleep, Thunderwave, Unseen Servant, Witch Bolt

2nd Level

Acid Arrow, Alter Self, Arcane Lock, Arcanist's Magic Aura, Blindnes Deafness, Blur, Calm Emotions, Crown of Madness, Darkness, Detect Thoughts, Enthrall, Heat Metal, Hold Person, Invisibility, Knock, Levitate, Locate Object, Mind Spike, Mirror Image, Misty Step, Moonbeam, Pass Without Trace, Phantasmal Force, Ray of Enfeeblement, Shadow Blade, Silence, Snowball Storm, Spider Climb, Suggestion, Web

3rd Level

Animate Dead, Bestow Curse, Blink, Call Lightning, Counterspell, Dispell Magic, Fear, Feign Death, Fly, Gaseous Form, Haste, Hypnotic Pattern, Hunger of Hadar, Magic Circle, Major Image, Nondetection, Phantom Steed, Slow, Speak with Dead, Spirit Guardians, Summon Lesser Demons, Tidal Wave, Vamipric Touch, Water Walk

4th Level

Banishment, Black Tentacles, Blight, Compulsion, Confusion, Control Water, Charm Monster, Dimension Door, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Locate Creature, Phantasmal Killer, Polymorph, Resilient Sphere, Storm Sphere, Summon Greater Demon

5th Level

Animate Object, Antilife Shell, Awaken, Cone of Cold, Contagion, Creation, Danse Macabre, Dispel Evil and Good, Dominate Person, Dream, Hold Monster, Infernal Calling, Geas, Insect Plague, Far Step, Mislead, Modify Memory, Negative Energy Flood, Raise Dead, Seeming, Scrying, Synaptic Static, Telekinesis, Wall of Force

6th Level

Chain Lightning, Circle of Death, Create Undead, Disintegrate, Enervation, Eyebite, Flesh to Stone, Freezing Sphere, Harm, Irresistable Dance, Magic Jar, Mass Suggestion, Mental Prison, Planar Ally, Programmed Illusion, Soul Cage, True Seeing, Wind Walk

7th Level

Etherealness, Finger of Death, Forcecage, Magnificent Mansion, Mirage Arcane, Power Word Pain, Project Image, Reverse Gravity, Simulacrum, Teleport, Whirlwind

8th Level

Anitmagic Field, Antipathy Sympathy, Control Weather, Dominate Monster, Feeblemind, Glibness, Horrid Wilting, Maze, Maddening Darkness, Mind Blank, Power Word Stun, Telepathy, Tsunami

9th Level

Imprisonment, Foresight, Power Word Kill, Psychic Scream, True Polymorph, Weird

Multiclassing

Prerequisites. To qualify for multiclassing into the Vampire class, you must meet these prerequisites: 13 Charisma and you must be a vampire

Proficiencies. When you multiclass into the Vampire class, you gain the following proficiencies: Light armor, Simple weapons


Back to Main Page 5e Homebrew Classes

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