Alucard (5e Class)

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Vampire Hunter[edit]

A pale-skinned man with fair hair walks through a monster-infested castle, to seek out an eldritch lord to slay.

An elvish woman walks down an alley and then stops, turning into a bat and flying off into the night sky.

A dwarf in his tunnel faces a horde of eldritch creatures. He grins and turns into a wolf, charging mercilessly.

Shadow Hunters[edit]

The alucard, in short, hunt those creatures who lurk in the dark. They have devoted their lives to seeking out the horrors that roam this world and slaying them. They use magic and other advantages to handle these horrors. Of course, before taking this class make sure there are eldritch creatures in the game you're playing. The DM should confirm that such creatures may show up.

Creating an Alucard[edit]

Now think about who makes up your character, what is their background? How did they end up as an alucard? Was it something they were born into? Are his or her family alucards and trained you into it? Was it something they discovered later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to turn the tables?

What made them start adventuring? Did they decide to do this for the next thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.

It can be hard to find good backgrounds for an alucard. Master Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be. Let your creativity will be your best guide for your background.

Quick Build

You can make an alucard quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Dexterity. Choose the master inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Choose a pick and dungeoneer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Alucard you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, medium armor
Weapons: Simple Weapons, martial weapons
Tools: Cartographer’s tools, thieve’s tools
Saving Throws: Wisdom, Constitution
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Persuasion, History, Investigation, Religion, Stealth, and Survival

Equipment

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

Table: The Alucard

Level Proficiency
Bonus
Features Mind Points
1st +2 Alucard Speed, Spellcasting, Draining Recovery 1 1
2nd +2 Archetypes 2 2
3rd +2 - 3 3
4th +2 Ability Score Improvement 4 4
5th +3 Steel Your Mind, Sword Bonus 5 5
6th +3 Dire Wolf Form, Archetype Feature 6 6
7th +3 Alucard’s Familiar, Hellfire 7 7
8th +3 Ability Score Improvement, Marked 8 8
9th +4 Steel Your Body 9 9
10th +4 Bat Form, Hidden, Alucard Speed 10 10
11th +4 Steal Your Soul, Archetype Feature 11 11
12th +4 Ability Score Improvement, Extra Attacks 12 12
13th +5 Swordsmanship 13 13
14th +5 Mist Form 14 14
15th +5 Sword Bonus 15 15
16th +5 Ability Score Improvement, Archetype Feature 16 16
17th +6 - 17 17
18th +6 Enhance Forms 18 18
19th +6 Ability Score Improvement, Extra Attacks 19 19
20th +6 Sword Bonus, Alucard Speed 20 20

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Lasher

When you are wielding a whip on one hand, and nothing on the other, you can use your reaction to make an opportunity attack with it against any creature that enters your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sub-Weapons[edit]

Starting at 1st level, you can use some side weapons during combat, to aid in the battle against evil. Whenever you finish a short or a long rest, you can choose a different side weapon from the list bellow.

You consume hearts to use each sub weapon. The number of hearts you have is shown on the Hearts column on the Vampire Hunter table.

Dagger

You can spend 1 heart to make one ranged attack with a dagger, as a bonus action.

Axe

You can spend 2 hearts to make one ranged attack with a handaxe, as a bonus action. This attack ignores half cover.

Holy Water

You can spend 2 hearts to throw a flask of holy water as a bonus action. You can add your proficiency bonus to the attack roll.

Bible (3rd level)

You can spend 3 hearts to summon a bible that spirals around you for 1 minute or until deal 10 points of damage. The bible causes damage against any creature that enters the space within 10 feet of you or end its turn there.

Stopwatch (5th level)

You can spend 5 hearts to make one additional action on your turn.

Cross (17th level)

You can spend all your hearts to cause radiant damage equal to your level against all creatures within 30 feet.

Draining Recovery[edit]

At 1st level, you can sacrifice your vitality to channel nearby eldritch energy to regain spell slots. You can spend up to 5 Hit Dice to regain a spell slot with the level equal to the number of Hit Dice spent.

Once you use this feature, you can't do it again until you complete a short or long rest.

Archetypes[edit]

When you reach the 2nd level, you choose an archetype that shapes the style of your hunt, between the following: Alucard, Belmont, Renard and Belnaldes.

Your choice grants you features at 2nd level and again at 5th, 9th, and 13th and 17th levels.

Relics[edit]

Starting at 2nd level, you unearth magical relics that enhance your natural abilities in some way. You start by having one relic, but you gain additional ones as you gain levels in this class.

Steel Your Mind[edit]

At 5th level, you face creatures that would rip the sanity out of a normal man. As such their training focuses on steeling the mind against such creatures and their attacks. You now gain advantage on Wisdom saving throws and ability checks when facing fiends, undeads and aberrations.

Sword Bonus[edit]

At 5th level, the main weapon of the alucard is their sword. They face mind numbing horror with this blade in their hand, and as such they train hard, harder then the common warrior types. They become more skilled with the sword, becoming faster then a common warrior.

You gain a +2 bonus to attack rolls you make with a sword. This bonus increases in +2 when you reach the 15th level (+4), and 20th level (+6).

Wolf Form[edit]

At 6th level, you can use your action to magically assume the shape of a dire wolf. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can stay in a dire wolf form for a number of hours equal to half your alucard level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the Dire Wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can use them at DM discretion.


  • When you transform, you assume the dire wolf's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.


  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Dire Wolf form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.


  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.


  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Alucard’s Familiar[edit]

At 7th level, fighting eldritch horrors can be lonely work. Many seek out a little friend to keep in company, as well as to be an extra set of eyes.

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose the bat between the normal forms for your familiar or one of the following special forms: imp, sprite, and flying sword.

Hellfire[edit]

At 7th level, Fire can purge the world of the darkness that lurks in it. Alucards use fire against the horrors they face in their quest and as such they learn to cast a powerful magical spell.

You can cast fireball once at its lowest level. You must finish a long rest before you can use this feature again.

Marked[edit]

At 8th level, To know your prey's location is an integral part of being a hunter, and as such alucards have learned to mark their prey. You can cast hunter's mark three times. Once you spend all uses, you need to finish a long rest before you can use this feature again.

Steel Your Body[edit]

At 9th level, you gain advantage on Constitution saving throws, and Dexterity saving throws.

Bat Form[edit]

At 10th level, you can use your action to magically assume the shape of a giant bat. You can use this feature twice. You regain expended uses when you finish a short or long rest.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the giant bat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can use them at DM discretion.


  • When you transform, you assume the giant bat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.


  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your giant bat form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.


  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.


  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Hidden[edit]

At 10th level, "hello darkness my old friend," is not just song lyrics to an alucard. Alucards have embraced the darkness of the places where their prey live. They use it to their advantage, by moving with silent steps and sticking to the shadows they become almost invisible.

You gain advantage to all Dexterity (Stealth) skill checks.

Steal Your Soul[edit]

At 11th level, you can cast the spell magic jar once. You need to finish a long rest before you can use this feature again.

Extra Attacks[edit]

At 12th level, while hunting in the darkness against the horrors that dwell there, their reflexes have become honed to the point they can move faster then a common person. Their training and time hunting leaves their attacks a blur to the naked eye. You can attack twice, instead of once, whenever you take the Attack action on your turn.

You gain a third attack at 19th level.

Swordsmanship[edit]

At 13th level, blood and gore run down the blade as the horror dies at the alucard's feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak.

You gain advantage to all attacks you make with a sword.

Mist Form[edit]

At 14th level, alucard sometimes needs to retreat or get through tight spaces. Thankfully for the alucards training has given them this ability.

You can cast the spell gaseous form once. You need to finish a long rest before you can use this feature again.

Enhance Forms[edit]

At 18th level, alucards train in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Alucards before this moment gain three forms: a dire wolf, a giant bat, and mist form. Now each of these form grants a new benefit.

Dire Wolf

While in the dire wolf form, your movement speed is doubled.

Giant Bat

While in the giant bat form, you gain the ability to shoot small balls of fire from your mouth. Make a spell ranged attack against a target within 60 feet. On a hit, the target takes 4d6 fire damage.

Mist Form

While in the mist form, you become an acid cloud, and anything creature that enter your space you must make and Dexterity saving throw against your spell save DC, or take 3d8 acid damage on a failed save, or half as much on a successful one.

Archetype[edit]

Vampire Blood[edit]

Vampire Bloods are hunters who use the power of vampires to defeat their own kind. Sometimes they are called Alucard, the anti-dracula, for they constant opposition to the dark lord.

Alucard Speed

Starting at 2nd level, your training teach you how to move at incredible speeds. Your speed increases by 10 feet.

At 9th level, you gain the ability to take the Dash action as a bonus action.

Finally, at 17th level, you ignore difficult terrain while taking the dash action, and your movement speed increases in another 10 feet.

Spellcasting

At 2nd level, by embracing the tactics of those they hunt they gain the ability to harness the dark magic given to them by the darker elements of the realms.

Spell Slots
The Alucard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these alucard 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.

For example, if you know the 1st-level spell hellish rebuke and have a 1st-level and a 2nd-level spell slot available, you can cast hellish rebuke using either slot.

Spells Known
At 1st level, you know four 1st-level warlock spells of your choice.
Each time you gain a alucard level, you can learn two warlock spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the Alucard table.
At 3rd level, you can replace a spell from your alucard list from one spell from the warlock list. The spell must be of a level for which you have spell slots.
You can replace a spell from the alucard list from another spell from the warlock spell list when you reach the 6th, 9th, 12th, 15th and 18th level.
You prepare the list of alucard spells that are available for you to cast, choosing from the warlock spell list. When you do so, choose a number of warlock spells equal to your Wisdom modifier + your alucard level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability

Wisdom is your spellcasting ability for your alucard spells, since the power of your magic relies on your affinity and experience with the supernatural. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a alucard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting

You can cast an alucard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Vampire Hunter[edit]

Belmont focus on fighting the undead. They learn skills and techniques to turn them into master undead hunters.

Whip

Starting at 2nd level, you gain access to the defining weapon of all vampire hunters: the whip. You can choose one of the following options:

Bone & Rot

When you chose this archetype at 2nd level, you gain a bonus of +1 to all attack and damage rolls made against undead creatures. This bonus increases to +2 at 6th level

Hyper Senses

At 6th level, you can use your action to detect the presence of undead creatures within 300 feet radius around you. You can only use this feature once. You need to finish a short or long rest to use this feature again.

Turn Undead

At 11th level, as an action, you present a holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Once you use this feature, you can't use it again until you complete a long rest

Invisible to Undead

At 16th level, you can use a bonus action to cast the invisibility to undead spell as 4th-level spell. This feature can be used three times. Once you spend all uses, you need to finish a long rest before you can use this feature again.

Renard Family[edit]

Renard are skilled hunters known for their skill with finesse and one handed weapons. They are known to be quick on their feet.

Unarmored Defense

At 2nd level, when not wearing any armor, your AC equals 10 + Wisdom modifier + Dexterity modifier.

Finesse Hands

At 2nd level, you gain a +1 bonus to attack rolls when using a weapon with the finesse property. This bonus increases to +2 at 6th level.

Quick Feet

At 6th level, your movement speed increases in 10 feet.

Silent Killer

At 11th level, you can fade from sight. While in darkness you can, as an action, cast invisibility on yourself, without any components. Once you use this feature, you can't do it again until you complete a long rest.

Assassinate

Starting at 16th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit

Orators[edit]

Belnades take a more holy aspect as a hunter. Normally they slay in the name of a deity or an order.

Holy Spells

At 2nd level, you lose access to the warlock spell list and gain access to the cleric spell list instead. You keep any spells you already know.

Medical Eye

At 2nd level, you gain proficiency in Medicine. In addition, you can cast detect poison and disease three times. You need to finish a short rest to use this feature again.

Mercy

At 6th level, you feel close to your party as such you want to keep them safe and healthy. As an action, you can target up to six creatures of your choice that you can see within 30 feet, and each creature regains hit points equal to 2d8 + Wisdom modifier. This has no effect on undead or constructs. You can use this feature twice. You need to finish a long rest to use this feature again.

Caduceus Effect

At 11th level, A wave of healing energy flows out from your body. As an action, you can choose up to six creatures in a 30-foot-radius sphere centered on you. Each target regains hit points equal to 6d8 + Wisdom modifier, and acts as if the lesser restoration spell was cast on them. This feature has no effect on undead or constructs. You can use this feature twice. You need to finish a long rest to use this feature again.

Holy Aura

At 16th level, the belnades body is surrounded by holy power. For 1 minute, you gain a bonus of +5 to your AC. You can use this feature once, and you can't do it again until you complete a long rest.

List of Relics[edit]

Cube of Zoe

Prerequisite Alucard

Whenever you roll a critical hit on an attack roll against a hostile creature while in combat, you gain 1 heart.

Faerie Scroll

Prerequisite Alucard, Belmont

On your turn, without requiring an action, you can discover the type, subtype and name of the creature you see within 30 feet.

Spirit Orb

Prerequisite Alucard, Belmont

You always know exactly the amount of damage you deal against an enemy. If the damage is reduced or negated by resistance or immunity, the DM should inform you.

Jewel of Open

Prerequisite Alucard, Belmont

You can cast knock at will, without spending a spell slot.

Leap Stone

Prerequisite Alucard, Belmont, Glyph Mage

Your jump distance is doubled.

Gravity Boots

Prerequisite Alucard, Belmont

Standing jumps don't have a reduced movement speed.

God Speed Shoes

Prerequisite Alucard, Belmont,

You can take the Dash action as a bonus action on your turn.

Merman Statue

Prerequisite Alucard

Holy Symbol

Prerequisite Alucard

You gain resistance to radiant damage.

Tackle

Prerequisite Belmont

When you take the Dash action, if you move at least 10 feet, you can make an melee weapon attack as part of the same action. On a hit, you deal damage equal to your proficiency bonus + your Strength modifier, and your movement stops. You deal damage equal to twice your proficiency bonus against nonmagical objects.

Kick Boots

Prerequisite Belmont

When you jump near a wall or other vertical surface, you can make a second Jump check as part of the same action.

Heavy Ring

Prerequisite Belmont

You are considered one sizer larger for the purposes of carrying, lifting or dragging weight.

Cleasing

Prerequisite Belmont

As an action, you can touch a poisoned creature, ending the effect. This also dispels any magical poison.

Lizard Tail

Prerequisite Belmont, Glyph Mage

You can take the Dash action while prone. In addition, enemies don't have advantage against you while you are prone, and you can make unarmed strikes without disadvantage while prone.

Monster Tome

Prerequisite Belmont

Whenever you reduce a creature to 0 hit points, you can use your bonus action on your next encounter to gather any information about it, contained on its statblock.

Black Bishop

Prerequisite Belmont

You gain +1 to all your attack rolls.

Crystal Skull

Prerequisite Belmont

If you don't move or take an action, you become invisible until the start of your next turn.

Invincible Jar

Prerequisite Belmont

For 1 minute, you become immune to all forms of damage. Once you use it, you can't do it again until you finish a long rest.

Little Hammer

Prerequisite Belmont

Serpent Scale

Prerequisite Glyph Mage

You gain swimming speed equal to your movement speed. In addition, you can breath underwater.

Lucifer's Sword
Svarog Statue
Saisei Incense
Meditative Incense
White Bishop
Wolf's Foot


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Alucard class, you must meet these prerequisites: 13 Wisdom and 13 Constitution.

Proficiencies. When you multiclass into the Alucard class, you gain the following proficiencies: one skill proficiency of your choice.


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