Vampire, Seraph 2nd Variant (5e Class)
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Class Features
As a Vampire you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Vampire level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vampire level after 1st
- Proficiencies
Armor: Light
Weapons: Simple and Martial melee weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) A simple melee weapon and a shield or (b) A martial melee weapon
- (a) An explorer's pack or or (b) A crossbow with 30 bolts
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blood Gift, Blood Curse |
2nd | +2 | UV Patch |
3rd | +2 | Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Surge |
6th | +3 | Blood Gift Enhancement |
7th | +3 | Life Drain |
8th | +3 | Ability Score Improvement |
9th | +4 | Unnatural Beauty |
10th | +4 | Archetype feature |
11th | +4 | Elder Ancestry |
12th | +4 | Ability Score Improvement |
13th | +5 | Archetype feature |
14th | +5 | — |
15th | +5 | Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Nightstalker |
18th | +6 | Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Daywalker |
Blood Gift
Energies dwell in your body, steadily strengthening your body with time. Starting at 1st level you gain the following benefits:
- Claws
Your nails grow into sharpened claws, turning your punches into swipes. Your unarmed strikes now may use Dexterity instead of Strength for attack rolls, and deal 1d6 + your Dexterity or Strength modifier slashing damage. Your unarmed strikes deal one additional damage die at 6th level (2d6) and at 14th level (3d6).
- Speed
Crackling energy bursts inside of you, making the world feel slower. You gain +5 walking speed, increased to +10 at 6th level, +15 at 10th level and +20 at 14th level.
Blood Curse
Your newly acquired powers come with hefty penalties, as nothing is free in this cruel world. Starting at 1st level you gain the following drawbacks:
- Sunblight
Your strengthened body has peculiar weaknesses. You are permanently vulnerable to radiant damage and take 2d4 radiant damage at the start of every one of your turns while directly under sunlight. Taking radiant damage inhibits any form of healing that would normally affect you until the start of your next turn, this damage also can't be reduced in any way.
- Bloodthirst
Your powers come with the constant urge to consume fresh blood. You must consume at least one pint of fresh humanoid blood every day or you will receive one point of exhaustion. Consuming blood from any other creature type requires twice as much blood to quench your thirst, though consuming the required amount of blood reduces your current exhaustion level by 1. If you start your turn with 3 or more points of exhaustion you will immediately enter a frenzy mode, spending your entire turn attacking the closest living beings to satiate your thirst.
UV Patch
Memories of your apparent predecessors flash in your mind, teaching you minor secrets to keep your body safe from the sun... at the price of your vitality. Starting at 2nd level you can craft a UV patch during a long rest, spending 5 times your level worth of gold in materials during the process. Your max HP is reduced by 4 times your level - your con mod while you wear the patch, but "Sunblight" no longer affects you during this time.
Blood Pact
At this point, your minor knowledge and brief experimentations granted you a relatively good comprehension of the power your body houses. At 3rd level, you can communicate to it and make a single, permanent alteration to its evolutionary change. Choose a Blood Pact Choose between the old Ancestral Pact, the modern Bond Maker Pact, or the traitorous Slayer Pact, all detailed at the end of the class description. Your choice grants you features at 3rd and again at "Thinking".
Ability Score Improvement
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.
Surge
The dark powers within you represent a savage side of your mind. You can briefly tip into this savage side of yours, though returning to yourself is exhaustive. At 5th level you can, at the start of your turn, declare a surge, gaining one extra action and bonus action for that turn and advantage on any attack rolls against living creatures. You may forgo this advantage and instead regain Hitpoints equal to the amount of damage dealt. You gain 1 point of exhaustion at the start of your next turn, or 2 if you fail to damage any living creature with any of your attacks during surge. You can use this feature once and regain the ability to do so again after a long rest.
Life Drain
At 7th level, you finally learn how to quench your thirst for blood in a more... productive way. You can use your action to bite a willing or grappled/restrained creature within 5ft of you, charmed creatures are considered willing. The bite deals your claws' damage as piercing and your level as necrotic damage, healing you for half of the amount. If the creature is willing they instead take half of the damage and you are healed by double of the damage dealt to them. You can use this feature once and regain the ability to do so again after a long rest. Constructs and Undead only take the piercing damage and don't provide you with healing.
Unnatural Beauty
At 9th level your skin has grown smoother, your face has grown brighter, your physical features seem more beautiful than ever as the energy dwelling within you becomes more... refined. You gain advantage on all charisma checks against creatures that can feel love. You can also attempt to charm a creature for 1 minute by making a Charisma (Persuasion) check against their Wisdom saving throw. You can do this as many times as your Charisma modifier, after which you need a Long Rest to do so again. Undead and Constructs are immune to this, while any creature that succeeds the save is also immune to this for the next 24 hours.
Elder Ancestry
The aspects of your maker finally awaken within your body, tearing into your nerves and reconstructing your very essence. At 11th level you gain Truesight of 30ft, Climbing Speed equal half your Walking Speed and resistance to necrotic damage.
Nightstalker
The sun has been your sworn enemy all this time, but now the night has finally allied with you. At 17th level you gain the following benefit while it's night time or while you are in darkness: You gain Darkvision of 60ft. If you already had Darkvision it's instead increased by 30ft. You gain advantage on any Intelligence (Investigation), Wisdom (Perception) and Wisdom (Survival) checks to find or track creatures below their maximum Hitpoints. You know the exact amount and locations of any creatures within 90ft of you that are below half of their maximum Hitpoints, though you can't discern what type of creature they are. Your unarmed strikes heal you by 1 on contact, increased to 2 when you are below half your maximum Hitpoints and to 4 when you are below one-quarter of your maximum Hitpoints.
Daywalker
Your kind is cursed to the eternal darkness, but you ascended to conquer the burning ball in the sky. At 20th level you gain the following: You lose the Sunblight trait. All healing from your class features is doubled. Your claws harden and become magical, their damage grows by one size (4d6), and their crit range increase by one step. Once per long rest, you can become a blur with your speed for a single turn, taking a number of extra actions equal to your dexterity modifier, doubling the bonus walking speed your Blood Gift provides you, gaining your dexterity score worth of extra walking speed (Rounded to the nearest 5 or 0) and being able to phase through creatures and objects. You can't end your turn inside of a creature or object.
Ancestral Pact
The ones with an Ancestral Pact seek to follow the ways of the ancients: Relying on spellcasting and preying on the weak.
- Vampiric Spellcasting
The ancients created and maintained their own magical potential with nothing more than their own vitality, and now you can do this too. At 3rd level you learn how to cast spells in a... different... way. You know all spells and cantrips but cannot cast any ritual spells unless they are prepared. You can also prepare a number of spells equal to half your level + your proficiency bonus. Your spellcasting ability is Charisma. Your spell save DC is 8 + your proficiency Bonus + your charisma modifier. Your spell attack modifier is your proficiency bonus + your charisma modifier. To cast a spell you must sacrifice your vitality, spending 5 times the spell's level in Hitpoints to successfully cast it. If this damage reduces you to 0 HP or lower your spell is not cast.
- Slaughter the Weak
At 10th level, you gain an extra attack when attacking a creature with less than their maximum Hitpoints with your unarmed strikes. Additionally, you have advantage on attack rolls of spells and cantrips that target a creature with less than their maximum Hitpoints.
- Blood Hunt
At 13th level, you can use your bonus action to move up to your walking speed towards a creature with less than their maximum Hitpoints as long you can see them. This movement doesn't provoke opportunity attacks and doesn't spend any of your movement.
- Blood Feast
at 15th level, you recover half of the damage dealt by your spells and unarmed strikes as Hitpoints. This cannot exceed your Hitpoint maximum.
- Execution
At 18th level, you gain 1 extra attack and deal 2d6 extra damage whenever you strike a creature with less than half their maximum Hitpoints. Additionally, whenever you kill a living creature you may move half your walking speed toward another creature, or full your walking speed toward another creature with less than half their maximum Hitpoints.
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Slayer Pact
The Slayers are hunters fighting against their own kind. They renounce the dark ways and stand alone against the crackling power contained within themselves.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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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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