Vampire (Strains)

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Vampire (Strains)

Vampire - Multiple strains


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Creating a Vampire (Strains)


Quick Build

You can make a Vampire (Strains) quickly by following these suggestions. First, Dextreity should be your highest ability score, followed by Constitution. Second, choose the Cursed background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Unarmed
Tools: None
Saving Throws: Charisma, Dex or Strength
Skills: Choose two from: Acrobatics, Intimidation, Persuasion, Stealth, Survival

Equipment

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

  • (a) None lmao or (b) maybe some pocket sand if DM approves

Table: The

LevelProficiency
Bonus
FeaturesVampire Claw - Unarmed Damage
1st+2Vampire Bite, Vampire Claws, Vampire Weaknesses1D6
2nd+2Vampire Sight1D6
3rd+2Vampire Bloodline Ability1D6
4th+2Ability Score Improvement1D6
5th+3Extra Attack, Shadow Stealth2D6
6th+3Vampire Drain2D6
7th+3Necrotic Resistance2D6
8th+3Ability Score Improvement3D6
9th+4Evasion3D6
10th+4Undead Fortitude3D6
11th+4Body of Undeath3D6
12th+4Ability Score Improvement3D6
13th+5Charm3D6
14th+54D6
15th+5Mundane Resistance4D6
16th+5Ability Score Improvement4D6
17th+6Blood Magic4D6
18th+65D6
19th+6Ability Score Improvement5D6
20th+66D6

Vampiric Weaknesses

You suffer a -2 penalty 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 bright illumination.

You take 200% damage from fire, silver, and radiant attacks.

Holy water burns you upon contact, in a similar manner to corrosives; external contact with holy water deals you 1 nonlethal damage per pint per round, while internal contact, such as injesting or injecting, deals you 2 lethal damage per pint per round (if less than a pint comes in contact with you, than the burning process also consumes them in 1 round).

Vampire Bite

At 1st level, you are able to bite an enemy as a melee attack, the attack automatically succeeds on a willing creature. This bite deals 1d6 necrotic damage and restores half the damage rounded down in hit points to the you. You add your charisma modifier to the damage roll. At 5th level the amount of damage dealt becomes 2d6, at 11th it becomes 3d6 and at 18th level it becomes 4d6. A humanoid slain in this way can be resurrected at night as a vampire spawn under your control.

Vampire Sight

You are accustomed to dark areas and have Low-Light Vision(*4) and Darkvision out to 120 feet. This is not effected by areas affected by magical darkness.

Vampire bloodline Ability

Each Vampire comes from somewhere - choose your subclass at level 1, and at levels 3, 6, 9, 13 and 20 you gain additional benefits.

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. However, unlike normal, you can increase an ability score above 20 using this feature (though not above 30).

Extra Attack

At 5th level, you have advantage on stealth and sleight of hand rolls in dim or dark light

Vampire Drain

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At Higher Levels. The number of attacks increases to three when you reach 11th level and to four when you reach 18th level.

Shadow Stealth

At 6th level, you select a target within 30 feet that has an exposed wound. A flow of blood forms from the target to you, draining its vitality. The target must succeed a DC 14 Constitution saving throw. The target takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one. You restore half the damage rounded down in hit points. You add your charisma modifier to the damage roll. At Higher Levels. At 8th level, Vampire Drain does 2d12 damage, at 11th level, Vampire Drain does 3d12, at 18th level, Vampire Drain does 4d12. A humanoid slain in this way can be resurrected the following night as a vampire spawn under the vampire's control unless you have your maximum creatures. Once you use this feature, you must finish a short or long rest before you can use it again.

Necrotic Resistance

At 7th level, you gain resistance to necrotic damage. At 18th level you gain immunity to necrotic damage.

Evasion

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning breath or a fireball spell. When 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.

Undead Fortitude

At 10th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Body of Undeath

At 11th level, your body has become more adapted to its curse making it immune to disease and poison. However, this doesn't extend to magical poisons (though it does to magical diseases)

Charm

At 13th level, you gain the following ability: Charm. You target one humanoid you can see within 30 feet of you. If the target can see the you, the target must make a DC 18 Wisdom saving throw or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you go unconscious, are on a different plane of existence than the target, or takes a bonus action to end the effect. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you finish a short or long rest.

Mundane Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When not wearing armor you gain +5 to your natural AC.

Blood Magic

At 17th level, your Vampire Drain, Children of the Night, Charm, and Mist Form abilities may now be used unlimitedly.

Pure Blood

Level 1: Cursed Bloodline

Pureblood vampires are particularly weak against divine attacks; you suffer 200% damage from holy sources.

Level 3: Empowered Bloodline

Choose any stat that is 15 or lower, and raise it to 18.

Level 6: Bewitching Presence

You may choose a charisma based skill and give yourself proficiency with it. If you already have proficiency you may make it expertise.

Level 9: Bloodied Choke

You aim for the blood on a target - they must make a Strength or Constitution saving throw to resist, or be pulled 20ft to you, taking 2D8 Choking damage, the grapple ends at the end of your next turn

Level 13: Dominate Undead

Among your kind you are the highest ranking and strongest fiend. As an action at 13th level you can cast Dominate Person with advantage against the target.

Level 20: Legendary Resistance

At 20th level, if you fail a saving throw, you can choose to succeed instead. You can use this ability an amount of times equal to your proficiency modifier. You regain all uses of this feature when you complete a short or long rest.

Midnight Blood

Level 1: Light Sensitive

You suffer a -2 penalty 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 bright illumination, but you receive Low-Light Vision(*4) and Darkvision out to 120 feet.

Level 3: Unnatural Presence

No wild animal with 3 or less HD, or dominicated animal with 6 or less HD, will attack you willingly. If you wish so, you can either calm them or frighten them, by your choice. This does not affect animals with more HD than noted or magical beasts.

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Fiend Blood

Level 1: Crazed Mayhem

Once tuning with the fight (effectively, 2 rounds into the fight), a fiend blood can no longer tell a friend from foe, and will attack the nearest target. If the fiend blood has 10 levels to their vampire class they can attempt a wisdom mod at disadvantage to choose a new target

Level 3: Frenzied Attack

The fiend blood can attack in quick succession three times per turn.



Back to Main Page 5e Homebrew Classes

gollark: You should purchase a "buzzer", not "speaker".
gollark: Some of this has been incorporated into the highly advanced "robotics project", which is a raspberry pi connected to some L293D motor drivers, 9V batteries, accursed jumper cables, and also motors.
gollark: Also electronics.
gollark: We have a nonzero quantity of electrons at school.
gollark: Passive means it just has resistance/capacitance/inductance, I think.
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