Vampire (Strains)
Vampire (Strains)
Vampire - Multiple strains
<!-Introduction Leader->
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
Level | Proficiency Bonus | Features | Vampire Claw - Unarmed Damage |
---|---|---|---|
1st | +2 | Vampire Bite, Vampire Claws, Vampire Weaknesses | 1D6 |
2nd | +2 | Vampire Sight | 1D6 |
3rd | +2 | Vampire Bloodline Ability | 1D6 |
4th | +2 | Ability Score Improvement | 1D6 |
5th | +3 | Extra Attack, Shadow Stealth | 2D6 |
6th | +3 | Vampire Drain | 2D6 |
7th | +3 | Necrotic Resistance | 2D6 |
8th | +3 | Ability Score Improvement | 3D6 |
9th | +4 | Evasion | 3D6 |
10th | +4 | Undead Fortitude | 3D6 |
11th | +4 | Body of Undeath | 3D6 |
12th | +4 | Ability Score Improvement | 3D6 |
13th | +5 | Charm | 3D6 |
14th | +5 | — | 4D6 |
15th | +5 | Mundane Resistance | 4D6 |
16th | +5 | Ability Score Improvement | 4D6 |
17th | +6 | Blood Magic | 4D6 |
18th | +6 | — | 5D6 |
19th | +6 | Ability Score Improvement | 5D6 |
20th | +6 | — | 6D6 |
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.
- <!-Class Feature->
<!-Class feature game rule information->
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