Vampire Assassin Variant (5e Class)

Vampire, Assassin Necroice

Introduction

Hiya,

Welcome to the Vampire Assassin, As a creature of darkness you must stay away from Sunlight, until you can gain enough power to defy the light itself.

Vampires are blood-sucking creatures of the night who are usually created by a Master Vampire, Play around with your characters lore, you could be an accident of a massacre, or swear loyalty to a noble yourself, Adventuring vampires are usually those who have been created independent of a Master Vampire, or have escaped the control of their master vampire. Vampires are almost always corrupted husks of their former selves and grow colder over time.

Now being a creature born of evil magic and with a new found survival need, they become dangerous predators. Vampires vary widely in behavior and temperament, but are always ruthless. That is either out of preference or simple survival need. Once turned, they have no need to breath in order to survive. Instead they consume the blood of living creatures to attain the energy they need to sustain their bodies.

A vampire who fails to feed regularly begins to tire and dry out. It is almost as if they are being slowly petrified as the corrupting magic within them drains away their strength. A vampire never casts a shadow or reflection, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.


Dexterity and Constitution will be the primary stats for this class, If your planning to go spellcaster then Dexterity Charisma will be used.

When creating this Vampire you'll want to prioritize staying out of direct sunlight so create something that can stay concealed,

The class is set to be prioritizing unarmed combat and self sustaining, it doesn't deal a large amount of damage but it can negate alot of damage.

But if you're un-careful, you can be defeated in a flash.

Class Features

As a Vampire, Assassin Necroice you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple Weapons, rapier, shortsword,longsword, scimitar,
Tools: Thieve's Tools
Saving Throws: Constitution and Charisma.
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, and Stealth

Equipment

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

  • (a) a simple weapon and or (b) a martial weapon and a shield
  • (a) chain shirt or (b) leather armor
  • thieve's tools
  • (a) dungeoneer's pack, common clothes and a bottle of blood or (b) explorer's pack, fine clothes with hood
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Vampire, Assassin Necroice

LevelProficiency
Bonus
FeaturesBladed Fingers DamageCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Vampirism, Bladed Fingers1d421
2nd+2One With Shadows,1d422
3rd+2Desperate Reflex, Vampiric Regeneration, Vampiric Manifestation1d4232
4th+2Ability Score Improvement1d6343
5th+3Extra Attack, Vampiric Bite1d6353
6th+3Mistform1d6363
7th+3Death gaze, Vampiric Manifestation feature1d83742
8th+3Ability Score Improvement1d83842
9th+4Terrifying Presence,1d83942
10th+4Resilience, Vampiric Manifestation feature1d1041043
11th+4Vampiric Seduction1d1041143
12th+4Ability Score Improvement1d1041243
13th+51d12413432
14th+5Taste of Immortality1d12413432
15th+5Vampiric Manifestation feature1d12414432
16th+5Ability Score Improvement2d8414433
17th+62d8415433
18th+62d8415433
19th+6Ability Score Improvement2d104154331
20th+6Vampiric Manifestation feature2d104154331

Vampirism

Starting at 1st level you have been embraced by a vampire, and due to the nature of that curse, you have developed supernatural powers and weaknesses of your new nonliving existence. You gain the following characteristics:

Powers

Undead Nature

You are no longer a living creature, and have developed some undead traits. Your type now is undead, and as such, you no longer need to breath or eat or drink water. You also don't sleep, although you still require rest to reduce exhaustion and to recharge features or using hit die.

Vampiric Hunger

You may only eat rare or raw meat and drink blood to sustain yourself, should you not feast upon blood for 24 hours you will crave it more. Each day you will act more depraved until you feast. Roll a charisma saving throw, DC 10 + days you have not feasted upon blood. Upon a failure, you lose control of yourself and go for the nearest source of blood.

Impenetrable Skin

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

Nightvision

You have darkvision, allowing you to see up to 60 feet in complete darkness.

Weaknesses

Sunlight Sensitivity

Your primary weakness is the sunlight that and Holy magic. For that reason, you are vulnerable to radiant damage.

If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 1d6 radiant damage every turn, and have disadvantage on all actions.

At 4th level, you no longer take damage from sunlight. However, you still have disadvantage on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

At 8th level, you no longer have disadvantage in sunlight.

Sacred Sites

If entering a chapel or holy establishment during the day you will suffer 2d4 radiant damage upon entering. If entered at night, you take 1d4 radiant damage upon entering. What is considered a holy establishment is determined by the DM.

Forbiddance

You may not enter a home owned by a person or creature without permission. Failing to acquire permission will cause you to suffer 1d4 radiant damage upon entrance and 1d2 radiant damage at the start of each turn you remain on that place.

Holy Symbols

Should a sacred symbol of a good aligned or righteous god be placed upon bare skin you will suffer 1d4 radiant damage, you may if unrestrained roll a Dexterity saving throw to move away.

Bladed Fingers

At 1st level, your fingernails become as sharp as knives and draw blood from your victims. You gain the following benefits:

  • Your unarmed strike deal 1d4 slashing damage, instead of the normal bludgeoning damage for unarmed strikes, and are considered magical for the purposes of overcoming resistance to nonmagical attacks and damage. This damage increases as you gain levels in this class,

as shown on the Bladed Fingers column on the Vampire Assassin table You may still choose to strike for bludgeoning damage however the strike will not be magical.

  • You can use your Dexterity modifier, instead of your Strength, for attack and damage rolls made with your Unarmed Strikes.
  • Whenever you hit a creature that has blood with your bladed fingers, you can drain the creatures blood using your bonus action. Doing so will fulfill your daily need for blood, and allow you to gain a number of hit points equal to half of the damage dealt. If over-healed will convert the excess health into a temporary hit points up to half of your maximum total This health is stored until a short or long rest.
  • On a critical hit with your bladed fingers, you can cause a creature to bleed. You gain advantage on any checks you make to track this creature. In addition, on each of its turns, the creature takes necrotic damage equal to your bladed fingers die.

This damage continues until the creature is stabilized either by magic or by a Wisdom (Medicine) check (DC 8 + your proficiency bonus + your Dexterity modifier).

One With Shadows

At 2nd level, you gain proficiency in the Stealth skill, If you already have proficiency in it your proficiency bonus is doubled for any Dexterity (Stealth) check you make.

In addition, you have advantage on attack rolls against any creature that hasn't taken an attack action in the combat yet.

Vampiric Manifestation

At 3rd level, you choose how you wish to manifest your vampiric powers. You gain features from this manifestation at 7th, 10th, 15th, and 20th levels.

Vampiric Regeneration

At 3rd level, as a bonus action, you can spend 1 hit die and regain a number of hit points equal to the number rolled + 5. This can not be done if you took radiant damage the preceding turn.

You can also spend one hit die in that manner to, instead, re-attach a lost limb as an action.

Blood Tea

Starting at 3rd level, you can drain your own blood to create potions called Blood Tea. You can choose to lose an amount of hit points equal to 1d6 per proficiency bonus you have to put your blood into a container such as a flask, vial or waterskin. Any undead creature who drinks from that vial will regain a number of hit points equal to the number you lost.

You can have only one Blood Tea created at once. Once you use this feature, you can't use it again until you finish a long rest.

If a living creature drinks your blood, the creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature will suffer the vampiric curse.

Vampiric Curse

Those successfully turned into a Vampiric Affiliate suffer the following effects:

  • The target will have the Nightvision trait and all Weaknesses, described on the Vampirism section.
  • Regardless of their level they will always have disadvantage in direct Sunlight.
  • The target loses the need to breathe.
  • Whilst under this effect gods or any religious deity cannot assist or hear your voice, abilities to call upon a higher power will also be denied.
  • Whilst under this effect ageing no longer applies too you.
Breaking the Curse

If under a religion you must suffer a heavy price, You must remain in your church for a total of four hours during the daytime,

You will be given a series of painful rolls in the form of Radiant Damage as your god punishes you for falling pray to this corruption.

4 Hours must be used to complete this ritual during so

1 Hour pass : 1d4 radiant damage

1 Hour pass : 1d12 radiant damage

1 Hour pass : 2d4 radiant damage

1 Hour pass : 2d12 radiant damage

Should the creature be above 13th level double these damage values.

Each damage tick can be avoided with a special roll of a d4

If the player rolls an even number they avoid the damage completely.

If they roll a odd number they take the full damage.

Should the affected creature die during this exorcism they will fall unconscious and will awaken hungry for blood.

Desperate Reflex

Starting at 3rd level, while you are wielding a finesse weapon or unarmed (Bladed Fingers) and are hit by a melee attack, you can use your reaction to roll a single weapon against the target subtracting the damage dice from the damage you take, potentially causing the attack to cause no damage to you.

At 7th level, if you reduce the damage of an attack to 0 using this feature, you may make a single weapon attack from your offhand against the attacker as part of your reaction.

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.

Vampiric Bite

At 5th level, if targeting a living creature with Vampiric Bite dealing 1d8, 1d12 at 9th level, and 2d8 at 14th level. non magical piercing damage healing you for the damage dealt, they will be given a chance of a Wisdom (13) saving throw, being charmed on a failed save.

Should they fail they will also be under the effects of Vampire Affiliation.

Spawn Zombie

If targeting a lesser and normal dead organic creature with this Vampiric bite, the target will resurrect as a zombie they will remain controllable to you as long as they remain within 120 feet of you, If it leaves this radius it will go berserk and uncontrollable, Each zombie you control reduces your maximum range by 10 feet.

Spawn Vampire

If the targeted dead organic creature was considered powerful or might (for example, a goblin lord, leader, elite, etc.), this will in turn them into a vampire spawn.

Summoning this creature will prevent you from raising any further creatures until it leaves your side, subsequently all existing Zombies you have converted will die, Once you use this feature, you can't use it again until you complete a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mistform

At 6th level, you may use an action to become surrounded by a strong mist and shapeshift into a bat increasing your base movement by 15 feet.

Moving in this form causes you to teleport using your maximum speed.

Your movements in this form do not cause attacker opportunity.

Mistform requires concentration (as if you where casting a spell) and can last for up to 1 hour.

whilst in this form you are immune to all forms of damage however cannot attack or use actions or bonus actions until you leave this state.

You can only communicate and investigate.

You cannot use this feature again until you have finished a long rest.

Bat Wings

Additionally you have grown two Bat wings, that can be hidden at will, These can only be used to glide or hover a maximum of 10 feet, You can prevent fall damage and gain advantage on jumping to higher footholds.

Death Gaze

At 7th level, you can focus on an area in front of you. As an action, every creature in a 60 foot line of you must succeed on a Dexterity saving throw with a DC 8 + your proficiency bonus + your Charisma modifier.

On a failure, they take 4d8 necrotic damage and their movement speed is halved for 2 rounds.

A creature under the effects of the movement speed loss cannot be struck again with this ability until the effect wears off.

You can use this feature a number of times equal to your Constitution modifier. You regain all your expended uses after a long rest, or after the consumption of a living organic targets blood, this will deal 1d6 damage to the target to complete the amount required.

Terrifying Presence

At 10th level, you can cast fear non-magically once per long or short rest.

This increases to twice at 12th level, and three times at 16th.

Resilience

At 10th level, You no longer take radiant damage from silver. Additionally Raise your AC by 1 + your Strength modifier. if unarmored

Vampiric Seduction

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

At 14th level if an attack would have knocked you unconscious or killed you, instead will drop you to one hit point.

This effect is extended to those who carry your blood in their veins, However after activation of this skill they will no longer have anyway to recover it.

You can do this once, regain use of this feature at the end of a long rest. Or land a killing blow with Vampiric Bite

Subclasses


Noble Vampire

You train yourself in the art of open combat. While stealth may be used complimentary to your fighting skill, it is secondary once battle breaks loose. This subclass is common with those that find themselves in a scuffle more often than they would like, and their nails is just as deadly as any sword.

Dual Claws

When you choose this Subclass at 3rd level, you gain an enhanced ability using your nails.

You gain proficiency in duel wielding with your claws.


Flick of the Wrist

Starting at third level, you gain proficiency in Dexterity (Sleight of Hand). If you are already proficient with this skill, you gain expertise in it.

Should you use your claws to Parry an attack of a Slashing attack type gain advantage if it isn't you do not gain advantage.


Noble Blood Spellcasting

Magical blood flows through your veins, you draw power from a hidden source of magic within you. All the colors of the magic cast are in shades of black and red, regardless the spell cast.


Cantrips

At 3rd level, you know three cantrips of your choice from the Sorcerer spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vampire Assassin table.


Spell Slots

The Vampire Assassin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


Spells Known of 1st Level and Higher

The Spells Known column of the Vampire Assassin table shows when you learn more Sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells. The power of your spells comes from a well of magic within you. 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 Sorcerer 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 must find a sigil of your Noble Family or corrupt a religious item or have an item of cursed nature to use as your spellcasting bonus. You must be bonded to it, to bond to it you must spend a long rest with it thinking only of it. While you are bonded with it, you can use it for the somatic components of the spell and you know its location always.


Ritual Casting

You can cast any Sorcerer spell you know as a ritual if that spell has the ritual tag.


Empowered Attack

Beginning at 7th, Should you strike the same target a total of three times in a single action, your next spell cast has advantage.


Bladed Magic

Once you are 10th level, the last spell you cast changes the elemental attack of your Bladed Fingers, example should you use the fire bolt cantrip you will have fire Bladed Fingers.


Blood of the Chosen

Once you are 20th level, you gain the following,

The next Vampire Spawn you create will be your Champion, It will act as a familiar and upon its death will not turn to ash thus can be revived.

Resummoning your Vampire Spawn can only be done during a short or long rest to complete the ritual.

In addition your Vampire Spawn gains the ability of Bladed Fingers (2D6 + Dex)

It also shares your resistance to sunlight and silvered weapons.

Iceblood Vampire

When you choose this Subclass at 3rd level, you gain an enhanced abilities to improve your survival.


Sunlight Resistance

You are no longer vulnerable to non radiant magic damage. Creatures that are exposed to your blood will suffer 1d4 necrotic damage, Should this be applied twice to the same target it will impose disadvantage on their next attack.


IceBlood Spellcasting

Magical blood flows through your veins, you draw power from a hidden source of magic within you. The only offensive spells you may take must be from the following elemental schools, Cold, Water, Necrotic. Spells that deal no damage or capability of damage can be of any elemental school.


Cantrips

At 3rd level, you know three cantrips of your choice from the warlock spell list. You learn additional Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vampire Assassin table.

Spell Slots

The Vampire Assassin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest, or during a short rest you may expend one hit die per spell slot of your highest level known.


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Vampire Assassin table shows when you learn more Warlock spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your Warlock spells. The power of your spells comes from a well of magic within you. 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 Warlock 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 must find a sigil of your Noble Family or corrupt a religious item or have an item of cursed nature to use as your spellcasting bonus. You must be bonded to it, to bond to it you must spend a long rest with it thinking only of it. While you are bonded with it, you can use it for the somatic components of the spell and you know its location always.


Ritual Casting

You can cast any Warlock spell you know as a ritual if that spell has the ritual tag.

Vampiric Freeze

At 7th 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.

You will also have advantage on Charisma (Intimidation) rolls whilst in this effect.

If you are able to grapple a creature when you do/done this, they must succeed a Dexterity saving throw or take 2d12 cold damage or 1d12 necrotic damage and be paralyzed for their next turn or they are warmed with fire.

You are resistant to cold damage whilst in this form, however become vulnerable to fire

Frosty Veins

Beginning at 10th level, Your blood flow has now slowed, Your hunger for blood has lowered,

You are resistant to damage over time poisons and disease effects, however the initial damage will be counted normally.

You may now choose to deal cold damage with your claws whenever you attack, creatures struck with this effect have their movement halved unless they're a flying creature.

+2 bonus to your AC


Empowered Ice

Once you are 15th level, your very presence deals 1d6 cold damage to any creature that makes a melee attack against you.

In addition should you be unarmored you will deal an additional 4 cold damage with your claw per strike.


Chill of the Grave

Once you are 20th level,

Any enemy that has previously suffered Cold Damage by your doing suffers an additional 1d10 Cold Damage.

An enemy under the effect of Cold Damage has its movement reduced by 10, stacking.

Multiclassing

Prerequisites. To qualify for multiclassing into the Vampire Assassin class, you must have a 13 Charisma and 13 Constitution.

Proficiencies. When you multiclass into the vampire assassin class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, alchemist supplies.


Back to Main Page 5e Homebrew Classes

gollark: Herobrine had no additional powers but was bolstered by strange mythology which got built up.
gollark: Done.
gollark: The reverse anthropic metaprinciple.
gollark: Broadly speaking.
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