Vampire, Stone Mask Variant (5e Class)

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Vampire, Stone Mask Variant

Long ago, a race of superhumans walked the land. They were the epitome of life, beautiful, strong, extremely intelligent, but they held two major flaws. They turned to dust in the sun, and their only sustenance was the blood of others. These beings were not vampires, but a separate race known as the pillar-men. One exceptional individual, a man named Kars, crafted a stone mask capable of bringing even a lowly human to their power, though not without the sensitivity to sunlight. These were the first vampires.

Bizarre Creature of the Night

Stone mask vampires differ greatly from their traditional variant. While their teeth are similarly sharp, they instead use their fingers to drink blood, plunging them into the flesh of their victims to connect their veins directly. Their power is sourced from their total control of their bodies, allowing for the incredible feats they enact. This comes at a cost, their life force is used rapidly, requiring the direct consumption of life force through blood. Any disruption caused from a sudden burst of life force, such as from the sun or a ki-wielding martial artist, spells sudden death for a vampire.

Creating a Vampire

A monk poses atop the faces of three pillarmen, Hirohiko Araki


Quick Build

You can make a Vampire quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma.

Class Features

As a Vampire you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vampire level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vampire level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Two artisan’s tools of your choosing.
Saving Throws: Constitution, Charisma
Skills: Choose 3: Athletics, Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival.

Equipment

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

  • (a) Extravagant clothes and a cloak or (b) Dark clothes with a hood.
  • A stone mask.
  • (a) 6 daggers or (b) A pouch containing 20 gp.

Table: The Vampire

LevelProficiency
Bonus
Unarmed DamageFeatures
1st+21Impenetrable Skin, Vampiric Weakness
2nd+21d4Bladed Fingers, Blood Drain
3rd+21d4Regeneration
4th+21d4Ability Score Improvement, Vampiric Attunement
5th+31d6Extra Attack, Blood Drain
6th+31d6Space Ripper Stingy Eyes
7th+31d6Vampiric Attunement, Sneak Attack
8th+31d8Ability Score Improvement
9th+41d8Terrifying Presence
10th+41d8Extra Attack
11th+41d8Vampiric Attunement
12th+41d8Ability Score Improvement, Terrifying Presence
13th+51d10Flesh Bud
14th+51d10Hinjaku Hinjaku
15th+51d10Vampiric Attunement, Extra Attack
16th+51d10Ability Score Improvement, Terrifying Presence
17th+61d12
18th+61d12Flesh Bud
19th+61d12Ability Score Improvement
20th+62d8Vampiric Attunement

Impenetrable Skin

While you are not wearing armor, your AC is equal to 10+your Constitution modifier+your Charisma modifier.

Your Vampiric Ability DC is 8+your Charisma modifier+your Constitution modifier.

Vampiric Weakness

You are vulnerable radiant damage. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage every turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a DC (11+your Dexterity/Strength modifier+your Charisma modifier) Strength or Dexterity check. Recovering yourself requires an action. You no longer age or need to sleep.

Bladed Fingers

At 2nd level, your fingernails become as knives. Your unarmed attacks deal 1d4+your Strength or Dexterity modifier piercing damage, and count as magical. This damage increases at 5th, 8th, 17th, and 20th level.

Blood Drain

At 2nd level, you no longer benefit from consuming food. Instead, drinking a small or larger creature’s blood gives you 1d6 day’s worth of food per round (6 seconds), but they must be dead or unconscious. Living creature’s are killed after 3 rounds, increasing by one round per size category above small, and dead creatures are considered drained after 5. At 5th level, you can initiate a Bloody Summoning, draining a prone creature’s blood. They must succeed a Constitution saving throw or be drained for one turn and become grappled. They must then escape the grapple or be drained each round.

Regeneration

At 3rd level, as an action, you can regenerate 1d6 hit points or reattach a limb. This can not be done if you took fire or radiant damage the preceding turn.

Vampiric Attunement

At 4th level, you chose in which direction your powers are attuned to. Choose between the plotting Royal, the destructive Warrior, or the unkillable Ancestor attunement, all detailed at the end of the class description. Your attunement grants additional features at 7th, 11th, 15th, and 20th level.

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.

Extra Attack

At 5th level you gain an extra attack. You gain another at 10th level(2) and 15th level(3).

Space Ripper Stingy Eyes

At 6th, you can fire a beam of pressurized vampiric fluid from your eyes. As an action, every creature in a 60 foot line must succeed a Dexterity saving throw. On a failure, they take 1d12 necrotic damage. You can use this twice, regaining one use per round Blood Drain is used. You regain both uses of this feature at the end of either a short or long rest.

Sneak Attack

At 7th level, your attacks with advantage deal an additional 1d4 damage.

Terrifying Presence

At 9th level, you can cast Fear non-magically once. This increases to twice at 12th level, and thrice at 16th.

Flesh Bud

At 13th level, as an action, you can non-magically cast Dominate Person as if with a 7th level spell slot. At 18th level, you cast Fear, then Dominate Person, as a single action. You regain use of this feature at the end of a long rest.

Taste of Immortality (Hinjaku Hinjaku)

A powerful enough vampire can even survive having their head split in two. At 14th level, if an attack would have knocked you unconscious or killed you, you can choose to instead drop to one hit point. You can do this once, regain use of this feature at the end of a short or long rest.

Vampiric Attunements

Royal

Royal mask vampires find endless possibilities in their newfound control.

Vampiric Freeze

At 4th level, you can drop your body’s temperature to absolute zero as a bonus action. This lasts until the end of a short or long rest. If you are grappling or being grappled by a creature when you do this, they must succeed a Dexterity saving throw or take 2d12 damage and be paralyzed for 2 turns or they are warmed with fire.

Icy Presence

At 7th level, after activating Vampiric Freeze, your very presence deals 2d4 cold damage to any creature within 30 feet who makes an attack against you.

Deep Freeze

At 11th level, you can activate Vampiric Freeze a second time, adding an additional 1d4 cold damage to your unarmed attacks and a grapple damage possibility. While in Deep Freeze, any liquid you touch instantly becomes a solid, and any creature that ends its turn within 10 feet of you takes cold damage equal to half of your charisma modifier, minimum 1, rounded up.

Black Ice

At 15th level, while in either iteration of Vampiric Freeze, as an action, you can create a canopy of angled ice over you that, though almost invisible, redirects light away from you, casting a shadow over you. It has 45 hit points and an AC of 14. Enemies must pass an Investigation or Insight check to discover its existence. As a reaction, you can use it to take the damage from an attack instead of you.

Time Freeze

At 20th level, you have mastered the ability to not only freeze space, but time. As an action, you can stop time. For the next 6 seconds (until your next turn), every creature is considered unconscious and paralyzed, and everything is frozen in place. You can extend the time stop as a bonus action, or stop time again, three times, not including the initial use. You regain all uses of this feature at the end of a long rest.

Warrior

Warrior vampires do not wish to discover the full extent of their body or achieve perfection, they simply wish to destroy.

True Soldier

At 4th level, you gain proficiency in one type of weapon (basic/martial+ranged/melee) and armor (light/medium/heavy) type of your choice.

Hightened Senses

At 7th level, your Darkvision increases by 30 feet and you can no longer be surprised.

Hidden Knives

At 11th level, you can hide up to 10 knives inside your body. As an attack action, you can launch one at a creature. Your first attack against a creature in this manner has advantage. This advantage is not gained against creatures who have already witnessed the attack.

Danse Macabre Hair

At 15th level, your hair becomes prehensile, allowing for the fine manipulation of objects. You can wield weapons as if with one hand, but shields can not be carried in this manner.

Miasma of the Void

At 20th level, you control the power of absolute destruction. Your unarmed attack no longer benefit from multi-attack, and instead deals 6d8 force damage. This attack crits on any number above 16. When making an unarmed attack against an object, if it is larger than your hand, you leave a spherical hole roughly 8 inches in diameter. If it is smaller than your hand, it is destroyed instantly.

Ancestor

Ancestral vampires have lived for thousands of years, and as such have mastered the world around them. Many ancestors wish only to live in the sun without struggle, and as such seek the path to becoming the ultimate life form.

Master of Blades

At 4th level, your bones form living, knife-like chainsaws on the underside of your arms. You have +2 on unarmed attack rolls, and you can choose for them to deal slashing instead.

Master of Manipulation

At 7th level, you can add your proficiency bonus to Acrobatics checks an additional time, and squeeze through spaces as small as 1 inch. When you are reduced to 0 hit points by radiant damage, you are stable and become immune to radiant damage, and in a petrified state until you are restored to at least 1 hit point.

You can also weaponize your ribcage. While you are grappling a creature, they take 1d6 + your Strength modifier piercing damage at the end of each of their turns.

Master of Heat

At 11th level, your blood reaches heats of over 500 degrees Celsius. Whenever you take damage, you can make an attack roll as a reaction. Attacking in this manner deals 2d6 fire damage. This can be done 5 times. You regain all uses of this feature at the end of a short or long rest. You can now shoot your veins out of your body, allowing you to use Blood Drain from up to 15 feet away.

Master of Wind

At 15th level, you can rotate your arms fast enough to create a Divine Sandstorm. As an action, all creatures in a 35ft cone must make a Dexterity check. On a fail, they take 3d12 thunder damage. Additionally, you may sprout a horn from your forehead for 1 minute. While it is active, you gain a blindsight of 60 ft. You may use this once, regaining use at the end of a long rest.

Master of All

At 20th level, you gain the ability to become the ultimate life form. To actually achieve this form, you must spend 250,000 xp, 2,000,000 gold, & 1 year creating the perfect mask required. Once achieved, you are resistant to all damage, except for radiant and necrotic which you are immune to. You are able to cast true polymorph at will on yourself regardless of CR, and regeneration, which now heals 1d20, no longer requires activation. All of your ability scores become 30, and your hit point maximum is doubled.

Multiclassing


Prerequisites. To qualify for multiclassing into the Vampire, Stone Mask Variant class, you must meet these prerequisites: Charisma 16, Constitution 14, contact with a stone mask

Proficiencies. When you multiclass into the Vampire, Stone Mask Variant class, you gain the following proficiencies: Choose 2: Athletics, Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival.



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