Vampire Assassin (5e Subclass)

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Vampire, Ice Assassin

Introduction

Class Features

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

Hit Points

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

Proficiencies

Armor: Light
Weapons: Unarmed, simple
Tools: Thieves tools
Saving Throws: CON, CHA.
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:

Table: The Vampire, Assassin

Level Proficiency
Bonus
Features Claw Damage
1st +2 Vampirism 1d4
2nd +2 Bladed Fingers, One With Shadows, Vampiric Regeneration, Ability Score Improvement 1d4
3rd +2 1d4
4th +2 Ability Score Improvement, Vampiric Freeze 1d4
5th +3 Extra Attack 1d6
6th +3 Mistform, Ability Score Improvement 1d6
7th +3 Death gaze 1d6
8th +3 Ability Score Improvement, Ability Score Improvement 1d8
9th +4 Terrifying Presence 1d8
10th +4 Resilience, Extra Attack 1d8
11th +4 Deep Freeze 1d8
12th +4 Ability Score Improvement, Ability Score Improvement 1d8
13th +5 Vampiric Seduction 1d10
14th +5 Taste of Immortality 1d10
15th +5 Frost Armour 1d10
16th +5 Ability Score Improvement, Ability Score Improvement 1d10
17th +6 Extra Attack 1d12
18th +6 Vampiric Regeneration 1d12
19th +6 Ability Score Improvement, Ability Score Improvement 1d12
20th +6 Freeze Time 1d12

Vampirism

At 1st level, you gain the ability Impenetrable Skin.

While you are not wearing armor, your AC is equal to 10+your Constitution modifier+your Dexterity modifier. You are also resistant to nonmagical damage and cold damage.

Vampiric Weakness

You are vulnerable to fire and radiant damage. If an amount of skin equal to the surface of your head or greater is in direct sunlight, you take 2d6 radiant damage every turn. Creatures attempting to reveal you to direct sunlight must use an action to succeed a DC (11+your Dexterity modifier+your Charisma modifier) Strength or Dexterity check. Recovering yourself requires an action.

Bladed Fingers

At 2nd level, your fingernails become as sharp as knives and draw blood from the attacked target if applicable. Your unarmed attacks deal 1D4 slashing damage and count as magical. This damage increases at 5th, 8th, 17th, and 20th level. In addition your unarmed strikes now rely on your Dexterity modifier.

One With Shadows

At Second 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)

Ability Score Increase

When you reach 2nd level 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 Regeneration

At the 3rd level, as a bonus action, you can regenerate 2d6 + Your Constitution modifier to heal your lost hit points. This can not be done if you took radiant damage the preceding turn. you can also re-attach your limbs.

Extra Attack

At 5th level you gain an extra attack. You gain another at 10th level(2) and 17th level(3).

Mistform

At 6th level, you may use an action to become surrounded by a strong mist and shapeshift into a bat form then teleport to a distance of up to 45 feet in a space you can see, This ability does not cause attacker opportunity.

Mistform requires concentration and can last for up to 1 hour whilst in this form you are immune to all forms of damage however cannot attack until you leave this state.

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

Death Gaze

At level 7, 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 DC16 Dexterity saving throw. On a failure, they take 2d8 necrotic damage and their movement speed is halved for 2 rounds. You can use this equal to your constitution modifier per long rest, or the consumption of a living organic targets blood, this will deal 1d6 damage to the target to complete the amount required.

Terrifying Presence

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

Resilience

At 10th level, choose one: (a) You no longer take radiant damage from sunlight, or (b) You no longer take radiant damage from silver. At 16th level, gain whichever option you didn't choose.

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

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 long rest.

Vampiric Attunement (Royal)

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/done this, they must succeed a Dexterity saving throw or take 2d12 damage and be paralyzed for 5 turns or they are warmed with fire.


Icy Presence

At 7th level, after activating Vampiric Freeze, your very presence deals 1d4 cold damage to any creature that makes a melee 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 must make a constitution saving throw (8 + Proficiency bonus + Constitution modifier) or have its movement speed halved until the end of its next turn.


Frost Armour

At 15th level, upon activating Vampiric Freeze a thin layer of ice forms around my body, granting me a +2 bonus to my AC

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 regain this ability after a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


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