User:Ref3rence/JoJo Campaign
Vampire[edit]
Creature of the Night[edit]
Vampires are known by many names: freaks, midians, nightbreeds. Despite being an endangered species for all intents and purposes, technically anyone could become a vampire so long as they lose everything and commit the ultimate sin; reject their humanity and consume the raw essence of another.
Creating a Sideshow[edit]
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- Quick Build
You can make a Vampire quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
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 armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Diplomat's pack or (b) priest's pack or (c) scholar's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Spirit points | Infusions Developed |
---|---|---|---|---|
1st | +2 | Undead Nature, Vampiric Weaknesses, Spirit Points | 1 | — |
2nd | +2 | Vampiric Origin | 2 | — |
3rd | +2 | Hematophagy, Vampiric Infusion | 3 | 2 |
4th | +2 | Ability Score Improvement | 4 | 2 |
5th | +3 | Extra Attack | 5 | 3 |
6th | +3 | Ability Score Improvement | 6 | 3 |
7th | +3 | Ghoul Creation, Vampiric Origin feature | 7 | 3 |
8th | +3 | Ability Score Improvement | 8 | 3 |
9th | +4 | Inhuman Strength | 9 | 4 |
10th | +4 | Resistant | 10 | 4 |
11th | +4 | Unflinching Resilience | 11 | 4 |
12th | +4 | Ability Score Improvement | 12 | 4 |
13th | +5 | Regeneration | 13 | 5 |
14th | +5 | Ability Score Improvement | 14 | 5 |
15th | +5 | Extra Attack | 15 | 5 |
16th | +5 | Ability Score Improvement | 16 | 5 |
17th | +6 | Vampiric Origin feature | 17 | 6 |
18th | +6 | Unnatural Speed | 18 | 6 |
19th | +6 | Ability Score Improvement | 19 | 6 |
20th | +6 | Impenetrable Darkness | 20 | 6 |
Level | Proficiency | Features | Spirit Points | Infusions Developed |
---|---|---|---|---|
21st | +7 | Ascended Vampire | 21 | 7 |
22nd | +7 | Ability Score Improvement | 22 | 7 |
23rd | +7 | Familiar Creation | 23 | 7 |
24th | +7 | Ability Score Improvement | 24 | 7 |
25th | +8 | Dark Composition | 25 | 8 |
26th | +8 | Ability Score Improvement | 26 | 8 |
27th | +8 | Dark Composition improvement | 27 | 8 |
28th | +8 | Dark Composition improvement | 28 | 8 |
29th | +9 | Ability Score Improvement | 29 | 9 |
30th | +9 | Bird of Hermes, Dark Composition improvement | 30 | 20 |
Undead Nature[edit]
At 1st level, life leaves you, replaced with something unnatural. You gain resistance to poison and necrotic damage, you no longer need to breathe, you no longer age, and your type becomes Undead. Additionally, consuming one liter of blood from an aberration, fiend, or humanoid fulfills your need to eat and drink for seven days, and is the only way you can fulfill these needs.
Vampiric Weaknesses[edit]
At 1st level, your newfound strength comes at a cost. You gain the following weaknesses:
- Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
- Stake to the Heart. You are destroyed if a piercing weapon is driven into your heart while you are incapacitated.
- Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Holy Weakness. You are vulnerable to radiant damage and bludgeoning, piercing, and slashing damage from silvered weapons and magical attacks.
- Irredeemable. When you die, you are reduced to a pile of fine gray dust, and can only be restored to life only by means of a true resurrection or a wish spell.
Spirit Points[edit]
At 1st level, your inhumanity grants you access to supernatural power. Your access to this power is represented by a number of spirit points. Your vampire level determines the number of points you have, as shown in the Spirit Points column of the Vampire table.
When you spend a spirit point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended power back into yourself.
Some of your vampire features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
- Your Vampire save DC = 8 + your Charisma modifier + your Proficiency bonus
Vampiric Origin[edit]
At 2nd level, you benefit from the specific means that you became vampiric. You gain additional features from your vampiric origin at 7th and 17th levels.
Hematophagy[edit]
At 3rd level, your teeth sharpen into conical fangs. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only attack once with your fanged bite on each of your turns, you can use Dexterity instead of Strength for the attack rolls of your bite, and the target must be a creature that is willing, incapacitated, restrained, or grappled by you and is not a construct or undead.
Additionally, as a bonus action, or at will for 1 spirit point, immediately after you hit a creature with your bite, you may drink half a liter of their blood, and the target must succeed on a Constitution saving throw or gain 1 level of exhaustion.
Vampiric Infusion[edit]
In your experimentation with your inhuman body, you have developed Vampiric Infusions, unique abilities possible only through vampirism.
At 3rd level, you gain two vampiric infusions of your choice. When you gain certain vampire levels, you gain additional infusions of your choice, as shown in the Infusions Developed column of the Vampire table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the infusion you know and replace it with another infusion that you could learn at that level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, 19th, 22nd, 24th, 26th, and 29th level, you can increase any score of your choice by 2, or you can increase 2 of them by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 21st level, this limit increases to 30, and you can increase any ability score by 1 additional point.
Extra Attack[edit]
At 5th level, when you take the attack action, you may attack an additional time. You gain an additional attack at 15th level.
Ghoul Creation[edit]
At 7th level, when you reduce a aberration, fiend, or humanoid to 0 hit points with an unarmed strike, you may spend 1 spirit point to instantly kill the target and raise them as a ghoul. Ghouls created in this way are charmed by you, and you may telepathically command your ghouls from any distance. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. If you die, your ghouls instantly die as well.
Unflinching Durability[edit]
At 9th level, when you aren't wearing armor, your AC is 10 + your Constitution modifier + your proficiency bonus. You can use this feature to determine your AC if the armor you wear would leave you with a lower AC. Additionally, you are immune to the stunned condition.
Resistant[edit]
At 10th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma
Inhuman Strength[edit]
At 11th level, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal 1d6 + your Strength or Dexterity bludgeoning, piercing, or slashing damage on a hit, and your bite deals 1d12 + your Strength or Dexterity piercing damage on a hit.
Additionally, you count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the largest weapons you can wield and creatures you can grapple.
Regeneration[edit]
At 13th level, as an action for 1 spirit point, or as a bonus action for 2 spirit point or as a free action for 3 spirit points, you may piece your body back together, regaining 2d8 + your Constitution modifier.
Unnatural Speed[edit]
At 18th level, you as a reaction when you are targeted by an attack and can see the attacker, you may add your Dexterity modifier to your AC. Additionally, you may spend 1 spirit point at will to regain your reaction.
Impenetrable Darkness[edit]
At 20th level, you are no longer vulnerable to radiant damage and bludgeoning, piercing, and slashing damage from silvered weapons and magical attacks, and you are resistant to bludgeoning, piercing, and slashing damage from non-silvered weapons and nonmagical attacks.
Ascended Vampire[edit]
At 21st level, you understand the true nature of your being; of blood as a gateway to the soul. When you kill a aberration, fiend, humanoid, or vampire with an unarmed strike, you may consume the creature's soul, causing it to not become a ghoul and granting you one soul. While your number of souls exceeds your Charisma modifier, you lose concentration at the beginning of each of your turns, and you have a -2 penalty to your AC and saving throws.
At will, you may expend one soul to regain 1 spirit point.
As an action, you may expend one soul to create a ghoul anywhere within your reach as per Ghoul Creation without needing to kill a humanoid. You may consume these soul ghouls as a free action, killing it instantly and regaining one soul.
Familiar Creation[edit]
At 23rd level, you may reconstitute the entirety of a creature around their soul as your familiar. As an action, you may expend a creature's soul and a number of spirit points equal to its PECR to revive the creature with its maximum hit points and a number of spirit points equal to its PECR. When a creature is revived as a familiar, it is charmed by you and undead, and you may consume it as a free action, killing it instantly and regaining one soul and any spirit points the familiar had.
Dark Composition[edit]
At 25th level, and again at 27th, 28th, and 30th level, you gain one of the following:
- Rivers of Death
- When you create a soul ghoul, you may spend 8 spirit points to create a river of death instead of a ghoul.
- Shadow Strength
- You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the largest weapons you can wield and creatures you can grapple.
- Shadow Wings
- You gain a flying speed equal to your walking speed.
- Malleable Form
- You are immune to the blinded, deafened, paralyzed, poisoned, and restrained conditions.
Bird of Hermes[edit]
At 30th level, when you expend a soul to regain spirit points, you regain 3 instead of 1. When you consume a vampire's soul, you gain any souls they had as well, and you may consume the souls of any creatures killed by the unarmed strikes of your ghouls, soul ghouls, and familiars.
As an action for 3 spirit points, you may completely unveil your dark composition for 1 minute or until you fall unconscious. Until this feature ends, your hit points can not be reduced in any way. Each time you would take damage, you must succeed on a Constitution saving throw with a DC equal to 10 or half the damage you taken, whichever number is higher, or this feature immediately ends.
Vampiric Origins[edit]
Real Vampire[edit]
You fell from grace and rejected your humanity, or were transformed by the bite of another real vampire as a virgin.
- Nosferatu
At 2nd level, whenever you would be reduced to 0 hit points, including when you would be killed instantly, you may expend 1 spirit point to instead drop to 1 hit point.
- Third Eye
At 7th level, you may open your third eye as an action for 1 spirit point, or as a bonus action for 2 spirit point or as a free action for 3 spirit points. For 1 minute with concentration, you gain truesight out to a number of feet equal to 5 times your proficiency bonus, and attack rolls you make against targets within this truesight have advantage.
- Fledgling Creation
At 7th level, if you use Ghoul Creation and the target is a humanoid and a virgin, they regain 1 hit point and become a fledgling vampire instead of a ghoul. A fledgling immediately gains this class's 1st level and is charmed by you, and you may telepathically communicate with them from any distance.
- Superior Regeneration
At 17th level, Regeneration costs 1 fewer spirit points (minimum 1). When you use Regeneration, you may spend 1 additional spirit point to double the hit points regained and cure yourself of any lingering injuries.
Artificial Vampire[edit]
You became a vampire not through sin but through science. While the results of artificial vampire experiments are largely considered weaker than real vampires, they come in many more varieties.
- Variable Mutation
At 2nd level, you gain one Vampiric Infusion of your choice. Whenever you gain a Vampiric Infusion, you may instead choose one of the following:
- Trump Card
- As a bonus action for 1 spirit point, you may infuse a number of weapons in your possession equal to your proficiency bonus with foul magic for up to 1 minute with concentration. For the sake of this effect, weapons with the two-handed property count as two weapons. Until this effect ends, wielding these weapons does not require a hand, and on a hit with any of these weapons the target can't regain hit points until the start of your next turn.
- Magic Bullet
- As an action for 3 spirit point, you may expend a shot with a ranged weapon you are wielding, imbuing the round with vampiric magic for up to 1 minute with concentration. Until this effect ends, the round becomes a Tiny magic bullet with 1 hit point, your AC, and a movement speed equal to the weapon's range. On each of your turns, you can use a bonus action to mentally command your magic bullet, and you can change its movement speed to its long range until the start of your next turn as an action. If you issue no commands, the bullet hangs in the air and does nothing. You lose concentration on this infusion if your turns ends without you being able to see your bullet, or if you make another attack with the same weapon.
- The first time your magic bullet passes through a creature or object's space each turn, you may make an attack with the weapon that fired the bullet without expending an action or shots. This attack has a bonus to its attack and damage rolls equal to your Charisma modifier.
- Beast Form
- As an action for 3 spirit points, you may transform into a bestial humanoid for up to 1 minute with concentration. Until this effect ends, your size increases to Large if it is not already greater, and you have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
- Artificial Greatness
- You gain one Vampiric Infusion of your choice regardless of its prerequisites. You may take this Vampiric Infusion once.
- Eternal Horde
At 7th level, you gain one Vampiric Infusion of your choice, and your ghouls no longer die when you do.
- FREAK
At 17th level, you gain one Vampiric Infusion of your choice regardless of its prerequisites.
Vampiric Infusions[edit]
- Daywalker
You lose the Sunlight Hypersensitivity Vampiric Weakness.
- Phantom Ammunition
At will, you may create a piece of ammunition inside a ranged weapon you are wielding. This costs a number of spirit points depending on the rarity of the ammunition, as shown in the table below.
Rarity Spirit Points Cost Common 1 spirit points Uncommon 2 spirit points Rare 3 spirit points Very Rare 4 spirit points Legendary 5 spirit points
- Recoil Negation
You may grant any an attack with a ranged weapon without the spread or loading properties the spread (1d4) property, but you must spend a number of shots equal to the spread property's die roll. If the weapon's remaining shots are lower than the roll, you spend all remaining shots and deal that number of instances of damage instead.
- Aestivation
When you would die from exhaustion, instead become petrified and unable to gain new levels of exhaustion until you lose at least 1 level of exhaustion.
- Rip and Tear
As a bonus action, or at will for 1 spirit point, immediately after you hit a creature with an unarmed strike, you may drink half a liter of their blood, and the target must succeed on a Constitution saving throw or gain 1 level of exhaustion.
- Eldritch Consciousness
You are immune to the charmed and frightened conditions.
- Discerning Third Eye
You gain the Third Eye feature regardless of your current level or Vampiric Origin. If you already have the Third Eye feature or gain it while you already have this feature, you have advantage on Perception and Investigation checks while your third eye is open.
- Gravity Defiance
You may cast spider climb and jump on yourself at will, without expending a spell slot or material components, for 1 spirit point.
- Greater Inhuman Strength
You gain the Inhuman Strength feature regardless of your current level. If you already have the Inhuman Strength feature or gain it while you already have this feature, your unarmed strikes gain a 1d6 bonus to their damage rolls, and your bite gains a 1d12 bonus to its damage rolls. This Vampiric Infusion can be taken a number of times equal to half your proficiency bonus or Strength modifier, whichever is lower.
- Greater Unnatural Speed
You gain the Unnatural Speed feature regardless of your current level. If you already have the Inhuman Strength feature or gain it while you already have this feature, you gain a +1 bonus to your AC and a -1 penalty to the bonus granted by Unnatural Speed, and your walking speed increases by 10 feet. This Vampiric Infusion can be taken a number of times equal to half your proficiency bonus or Dexterity modifier, whichever is lower.
- Greater Impenetrable Darkness
You gain the Impenetrable Darkness feature regardless of your current level. If you already have the Inhuman Strength feature or gain it while you already have this feature, you are immune to bludgeoning, piercing, and slashing damage from non-silvered weapons and nonmagical attacks, and you take 1 less damage from all sources. This Vampiric Infusion can be taken a number of times equal to half your proficiency bonus or Constitution modifier, whichever is lower.
- Telepathy
As an action for 1 spirit point, you and a creature you can see within 60 feet of you can speak telepathically to each other. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language.
- Hypnotism
You know a number of illusion spells equal to your Intelligence modifier. These spells can be cast using spirit points instead of spell slots (see the table below), can be cast using an arcane focus, have a maximum level equal to your proficiency bonus, and their effects on a creature instantly end if the creature takes radiant damage.
Spell Slot Spirit Points Cost 1st level 1 spirit points 2nd level 2 spirit points 3rd level 3 spirit points 4th level 4 spirit points 5th level 5 spirit points 6th level 8 spirit points 7th level 10 spirit points 8th level 12 spirit points 9th level 15 spirit points
- Hemokinesis
Prerequisite: Ascended Vampire
As an action, or as a bonus action for 2 spirit points or as a free action for 3 spirit points, you may drain the blood of any aberration, fiend, humanoid, or vampire that has died since the beginning of your previous turn that you did not kill with an unarmed strike and any of your soul ghouls or familiars of your choice within 60 feet of you, gaining one soul per creature. You may double this feature's range as a bonus action or at will for 1 spirit point.
- Shapeshifter
Prerequisite: Ascended Vampire
Shape and form are nothing but a mask atop your true form. You may cast alter self on yourself at will, without expending a spell slot or material components. When cast in this way, you may spend 1 spirit point to increase or decrease your size category by 1 or to grant yourself a number of arms, granting you advantage on Strength (Athletics) checks; eyes, granting you advantage on Wisdom (Perception) checks; or legs, granting you advantage on Dexterity (Acrobatics) checks.
- Intangibility
Prerequisite: Ascended Vampire
As an action for 3 spirit points, you and all items in your possession may become fully intangible for up to 1 minute with concentration. Until this feature ends, you may move through objects that are not under the effects of any spells or class features, you gain a flying speed equal to your walking speed, and you can not manipulate objects, take damage, or deal damage. If this feature ends while you are within an object, you are shunted to the nearest open space.
- Mist Form
Prerequisite: Ascended Vampire
As an action for 3 spirit points, you may transform your body into a cloud of red mist for up to 1 minute with concentration. Until this feature ends, you can squeeze through any space air can pass through, you gain a flying speed equal to your walking speed, you can not manipulate objects, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you take and deal half as much damage.
- Telekinesis
Prerequisite: Ascended Vampire
You may cast telekinesis at will, without expending a spell slot or material components. When cast in this way, you may spend 1 spirit point to double the maximum object weight you can manipulate and increase the range you can manipulate objects by 30 feet, and you may spend 5 spirit points to cause the spell to not require concentration.
- Teleportation
Prerequisite: Ascended Vampire
As an action for 3 spirit points, you may teleport to one location you can visualize. If traveling normally to this location would require crossing any body of water at least 5 cubic feet in size, this feature fails.
- Weather Control
Prerequisite: Ascended Vampire
You may cast control weather at will, without expending a spell slot or material components.
- Passive Focus
Prerequisite: Ascended Vampire
When you gain this Vampiric Infusion, choose one feature that you have or spell that you know that requires concentration. As an action for 1 spirit point, or as a bonus action for 2 spirit points or as a free action for 3 spirit points, you may cause the chosen feature or spell to no longer require concentration. This Vampiric Infusion can be taken multiple times, choosing a different feature or spell each time.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Vampire class, you must meet these prerequisites: Constitution 14
Proficiencies. When you multiclass into the Vampire class, you gain the following proficiencies: Perception
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