True Vampire Lancer (5e Class)
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- 1 True Vampire Lancer
- 1.1 Vampire
- 1.2 Class Features
- 1.2.1 Table: The True Vampire
- 1.2.2 Unholy Body
- 1.2.3 Regeneration
- 1.2.4 Vampire Weaknesses
- 1.2.5 Spellcasting
- 1.2.6 Fighting Style
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Vampire reflexes
- 1.2.10 Vampire Bite
- 1.2.11 Predators Senses
- 1.2.12 Unnatural Reflexes
- 1.2.13 Silhouette
- 1.2.14 Extra Attack
- 1.3 Bound Weapon
- 1.4 Mist Form
- 1.5 Children of the Night
True Vampire Lancer
Vampires are blood-sucking creatures of the night who are usually created by a master vampire, Diety, ritual, or sometimes by a freak accident. Adventuring vampires are usually those who have been created independent of a master vampire or have escaped the control of their master vampire. Their body now powered mostly by energy from one of the corruptive planes, vampires are almost always corrupted husks of their former selves.
Now being a creature born of evil magic and with a newfound 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, a vampires respiratory system ceases to function, they have no need to breathe 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. The change is caused by a curse, a necromantic abomination of magic, slowly shutting down the victims organs until their death. The curse can be removed like any other but must be done before it causes death.
Once killed by the curse, you wake with a start the next night, ravenous for blood, and gain just enough Exp to increase your level, which must be invested into the Vampire class. Once you have the first level, you may choose to continue leveling your character as normal, or you can level your vampire class, improving your vampiric abilities. If your Gm allows you a way to reverse the death, and the changes made to your body by the curse, you lose all vampire levels, and lower you character level by however many vampire levels you had.
As a True Vampire you gain the following class features.
- Hit Points
Armor: Light and medium,heavy armor
Weapons: Simple and martial weapons
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger and Leather Armor or (b) Scale Mail
- (a) One Martial Weapon or (b) Two Simple Weapons
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- a belt pouch containing 20 gold
|Features||—Spell Slots per Spell Level—|
|2nd||+2||Predators Senses, Fighting Style||2||—||—||—||—|
|4th||+2||Ability Score Improvement, Dim Silhouet||3||—||—||—||—|
|5th||+3||Extra Attack, Bound Weapon||4||2||—||—||—|
|8th||+3||Ability Score Improvement, Evasion||4||3||—||—||—|
|10th||+4||Supernatural Willpower, Extra Attack||4||3||2||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|13th||+5||Charm, Blood Lust||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
As a Vampire you have a type of immortality, you cannot die from from natural means such as old age, you cease aging the day you are cursed.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When not wearing armor you gain +4 Natural Armor.
In addition at 10th level you gain resistance to necrotic damage, and at 20th level you gain immunity to necrotic damage.
You also have immortality to all poison attacks whether they are physical or magical.
Your blood lust itches in the back of your mind during combat, causing your body to heal more rapidly than usual in an attempt to help you feed. At 1st level, you regain 1 hit point at the start of each of your turns. At 5th level the amount of hit point you regain becomes 2, at 11th level it becomes 4, and at 18th level it becomes 8.
If you take radiant damage, damage from Holy Water, or at any time suffer from any of your Vampire Weaknesses, this trait doesn't function at the start of your next turn, Including while unable to continue combat due to "Forbiddance"
At 1st level, you have the following flaws:
Forbiddance : You can't enter a residence without an invitation from the owner or head of household. This invitation is needed each time you enter. Your free to enter businesses, however living spaces located inside businesses are still private.
Harmed by Running Water : You take 10 points of acid damage if you end your turn in running water.
Stake to the Heart : If a piercing weapon made of wood is driven into your heart you're paralyzed until the stake is removed.
Dark Thirst: You must feed on a living creature at least once a week, after seven days without feeding, You gain one level of exhaustion each day, and cannot regain these levels by resting until you have fed. In addition, you can feed on wild animals, but always find their taste repulsive, and must make a Dc 17 Constitution save or suffer as if poisoned until you complete a long rest. You cannot become immune to this affect in any way, but once per hour you can make the check again, on a success you feel better for one hour.
Sunlight Sensitivity: Your regeneration ends while In sunlight and you have disadvantage on attack rolls and 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. You also have vulnerability to radiant damage and if you end your turn in direct sunlight and lack a protective covering, you take Half your level(rounded up) in radiant damage from the sunlight, and your move speed is halved. If you drop below 1 hit point from this damage, you are instantly killed and reduced to dust. Only a true resurrection or wish spell can revive you.
Additionally, while starving you have disadvantage on attack rolls and ability checks when in sunlight, and suffer 1d10 radiant damage at the start of each round while in the range of a Daylight Spell or natural daylight
You have the ability to cast all Cantrips.
You gain access to the sorcerer and Warlock spell lists. Functions like Warlock.
Spell save DC: 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier: your proficiency bonus + your Charisma modifier
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
While you sre wearing armor, you gain a +1 bonus to AC.
When weilding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you role a 1 or 2 on a damage die dor an attack you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Spear Mastery
You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
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.
When you reach 5th level, and again at 10th and 15, you can make another attack per action.
At 2nd, your move speed increases by 10ft.
At 4th level, you gain a climb speed equal to your walking speed. You can climb across a ceiling or similar surface as well.
At 8th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your Vampire level
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 you are 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.
At 10th level, When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
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 1 piercing damage and 2d6 + your Charisma modifier necrotic damage, and heals you for half the damage dealt rounded up. At 5th level the amount of damage dealt becomes 3d6, at 11th it becomes 4d6 and at 18th level it becomes 5d6. This attack has no effect on constructs, elementals, oozes, and undead. A humanoid slain in this way can be resurrected at night as a vampire spawn under your control. Additionally You are able to use your claws as a melee attack. Your Claws Deal 2d6+(Dex or Str) Slashing Damage. At 5th level the amount of damage dealt becomes 3d6, at 11th it becomes 4d6 and at 18th level it becomes 5d6.
At 2nd level, you gain darkvision out to a range of 80 feet and can detect living creatures within 30 feet of you. This does not work on Constructs, Elementals and Undead.
At 3rd level, you gain a second reaction/bonus action that you can use on each of your turns. You can use your inhuman reactions to reduce any falling damage taken by three times your Vampire level. You have advantage on dexterity saving throws.
At 4th level, you have advantage on stealth checks in dim light and automatically succeed on stealth checks in dark unless noticed by a creature prior.
At 5th level, you can attack twice whenever you attack with your bite, however doing so makes your condition blatantly obvious. At 12th level, you can make 3 claw attacks
At level 5 you gain the ability to bind any one weapon to yourself, the weapon acts as a construct familiar with hp equal to your Vampire level and an armor class equal to that of the user. if reduced to 0 the weapon turns back to a normal weapon for 10 minutes. This weapon can be controlled telepathically in a 20 feet increase radius per vampire level to a maximum of 120ft and uses stats as if being wielded by the user including speed as it hovers.
At 6th level, when you are hit by an attack or spell, use your reaction to become under the effects of the gaseous form spell until the end of your next turn. You can end the effect as a free action or sustain the effect as a action for up to 1 hour. You cannot use this feature again until you have finished a short rest or long rest.
At 7th level, you select a target within 30 feet that has an exposed wound, and attempt to draw some of its life force through the wound. The target makes a DC 14 Constitution saving throw. The target takes 1d12+Cha necrotic damage on a failed save, or half as much damage on a successful one. You heal for half the damage you deal, rounded up. At 8th level, 2d12+Cha damage. At 11th level, 3d12+Cha damage. At 18th level, 4d12+Cha damage.
A humanoid slain in this way can be resurrected the following night as a vampire spawn under your control unless you already possess one. Once you use this feature, you must finish a short or long rest before you can use it again.
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.
At 10th level, you can use your action to end any one affect afflicting you.
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.
At 13th level, at the start of each turn you can pick a target within 10 feet of you that has an exposed wound, they take necrotic damage equal to your Cha modifier, and you regain hit points equal to the damage dealt. Your bite attacks against that target deal an additional 10 Necrotic damage this round.
Children of the Night
Starting at 14th level you can as an action magically call 2d4+1 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 3d6+1 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. While the summoned creatures are within 30ft of you their attacks are treated as magical for the purpose for overcoming magical resistance. Once you use this feature it cannot be used again until you have completed a long rest.
Also when you are not in direct sunlight, you can use your bonus action to Spend 1 Crimson Point to polymorph into a Tiny/giant bat, into a dire wolf or back into your true form. While in bat form, your can't speak, your walking speed is 5 feet, and you have flying speed of 60 feet. Your mental statistics remain the same regardless of which form, however your size and speed change to suit your new form. Anything you are wearing transforms with it. You revert to your true form if the you die.
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 1/2 your proficiency modifier. You regain all uses of this feature when you complete a long rest.