Vampire, prestige variant (5e Class)

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Vampire

Trudging through the murky swamp, the halfling tries to comfort herself by humming a tune. She swears she keeps seeing eyes in the dark. The same red eyes each time. Something is following her. She hears wood snap above her, and looking up she comes face to face with a monstrous, pale, red eyed lizardfolk, perched atop a tree branch, mouth open and saliva dripping down. It was the last thing she ever laid her eyes on.

A human guard stands vigilant atop a great wall. Looking down, he can hear no sign of trouble. He only turned away for a second before he felt two claws grab his shoulders from out of nowhere, pull him into the air, and then drop him from hundreds of feet. Plummeting and screaming, he only catches a glimpse of a winged creature flying overhead in the night sky.

It had been a wonderful night at the party. With effort, the drunken elf stands up and heads to the door, before he's stopped by one of the other party members. "Excuse me sir, do you know when the sun will set?" This confused the elf, as it was already night. When he turned to look at the mans face, he could only see eyes under the hood. Something came over him, and he found he coudn't look away. "Would you follow me, please?" He couldn't think straight. All he could do is obey. The man lead him outside behind the house. He felt the man grab him, as two needles poked into his neck.

Though their appearance and behavior may differ, all 3 examples were of the same horrid monster; A vampire. Some lean into the monstrousness of their condition, while others take a more subtle approach, using subterfuge and magic to trick their dinner into giving in. They are an incredibly diverse race of monster, thanks to the nature of their disease. Vampires are ruthless hunters, skilled magicians and masters of deception.

A Bloodborne Pathogen

Vampirism is cause by the cursed disease Porphyric Hemophilia, which can only be transferred through blood. When bitten, the disease doesn't take effect until a few days later. During this time, it's possible for the disease to be cured. Once the disease has taken full effect however, it's nearly impossible to be rid of. The disease is no ordinary disease. It bears a necromantic curse, which it transfers to it's host; altering it both genetically and magically.

The Strong and the Weak

Someone inflicted with the disease can simply refuse to indulge in it's bloodthirst. This will weaken it significantly, but it's entirely possible. On the other hand, those who choose to indulge in their newfound hunger begin to grow stronger and stronger, gaining incredible powers and abilities. The trade off for this is that as their strength grows, so to does their hunger.

Prerequisites

  • Constitution 13 or higher. You must be able to survive the transformation from man to monster.
  • Character level 3rd or higher You cannot be born as a vampire.
  • Complete a special task. You must have been bitten by a vampire 3 days ago and not taken any measures to stop the diseases progression.

Class Features

As a Vampire you gain the following class features.

Hit Points

Hit Dice: 1d8 per Vampire level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Vampire level

Proficiencies

Saving Throws: Choose one from Constitution, Strength, Dexterity, or Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, Persuasion and Stealth

LevelProficiency
Bonus
Shadow PointsFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st1Vampirism, Shadow Step
2nd2Claws, Creature of the Night2
3rd3Dissolve into Shadow3
4th4Creature of the Night (+2)3
5th5Ability Score Increase42
6th6Shadow Step42
7th743
8th8Creature of the Night (+3)43
9th9Chiroptic Form432
10th10Necrotic Shroud432

Vampirism Virtues

At 1st level, you gain the following benefits and disadvantages.

-You no longer age, and cannot be aged magically.

-You don't need to breathe, and are immune to suffocation.

-You have resistance to necrotic damage.

-You are immune to disease.

-Unlike most undead, you do need to sleep.

-You are vulnerable to radiant damage.

Vampirism Weakness

-You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

-If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take half your level(rounded up) in radiant damage from the sunlight. If you drop to 0 hit points from this damage, you are instantly killed and reduced to dust. Only a true resurrection can revive you.

-Your body is damaged by water as if it were acid, being splashed by water deals 2d6 acid damage to you. If you drop to 0 hit points from this damage, you are instantly killed and reduced to dust. Only a true resurrection can revive you.

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

Shadow Points

The Vampire, Prestige Variant table shows how many Shadow Points you have. You regain all expended Shadow Points when you finish a long rest. These shadow points are bits of dark energy imbued into you when you were bitten. You can harness this power to your advantage.

Shadow Step

At 1st level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, you can expend a shadow point and use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Dark Magic

At 2nd level, you gain the ability to draw upon pools of dark magic within you to alter the world around you.

Spell Slots

The Vampire, Prestige Variant table shows how many Spell Slots you have. You regain all expended Spell Slots when you finish a long rest.

Shadow Points to Spell Slots

You can use your bonus action to convert some of your pool of Shadow Points into Spell Slots. You must have had spell slots of the regained slot or higher.

Slot RegainedShadow Points expended
12
24
36
Preparing and Casting Spells

You prepare the list of Vampire, Prestige Variant Spells that are available for you to cast, choosing from the Vampire, Prestige Variant spell list. When you do so, choose a number of Vampire, Prestige Variant Spells equal to your Charisma modifier + your Vampire, Prestige Variant level (minimum of one spell). You must have spell slots of the spell's level or higher

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Vampire, Prestige Variant Spells requires time spent consulting tomes of dark magic: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Vampire, Prestige Variant spells, so 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, Prestige Variant 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

Spellcasting Focus

You can use an arcane focus, a human skull, or the mummified hand of a humanoid as a spell-casting focus for your Vampire, Prestige Variant spells.

Claws

At 2nd level, your vampiric state has begun to alter your body. You gain claws that you can extend and retract from your hands. Extending and retracting them requires an interaction. While extended, your unarmed strike damage is 1d4 + your Charisma modifier slashing damage. At 9th level, your unarmed strikes are considered magical for the sake of overcoming resistance and immunity. Your extended claws are a dead giveaway of your vampiric state.

Creature of the Night

At 2nd level, You gain darkvision up to 60 ft and can attempt to hide in dim light.

Dissolve into Shadow

At 3rd level, as a bonus action, while in dim light or darkness, you can expend 2 shadow points and magically turn invisible until the start of your next turn or until you attack, make a damage roll, step into bright light, or force someone to make a saving throw.

Ability Score Increase

When you reach 4th level, and again at 8th 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.

Siphon Bite

At 6th level, you can expend 1 shadow point and use your bonus action to bite a creature, making an unarmed strike that deals 1d4 piercing + 1d6 + Cha mod necrotic damage. You then gain temporary hit points equal to the damage dealt.

Chiroptic Form

At 7th level, you can use your action to magically assume the shape of a bat, as per the polymorph spell, but you retain your Wis, Cha, and Int scores if they are higher than a bat's. This feature is usable once per short or long rest

Necrotic Shroud

At 10th level, you can expend 10 shadow points and use your bonus action to unleash the vampiric energy within yourself, causing your eyes to turn into pools of shadow and a cloud of darkness to appear at your feet. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. You also gain a 15 foot flying speed for the duration and can hover.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your Vampire, Prestige Variant level.

Vampire, Prestige Variant Spell List

You know all of the spells on the basic Vampire, Prestige Variant spell list and additional spells based on your archetype. Vampire, Prestige Variant uses the warlock spells list plus these additional spells:

1st Level

Bane, Dissonant Whispers,

2nd Level

Darkvision, See Invisibility

3rd Level

Feign Death, Life Transference, Nondetection,


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