Vampire, 3rd Variant (5e Class)

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Vampire[edit]

After a long evening of revelry deep within the city, a beautiful noble invites you back to their manor for sleep, conversation, and perhaps something more. That night, you are swept up in their overwhelming charisma, and as things start to get intimate, the noble lowers their head into the crook of your neck. Suddenly, you're overwhelmed with piercing pain as their hidden fangs sink into your neck. You fall limp, feeling your life drain out of you before being filled with something new; the sinister essence of unlife.

Ages have passed. You have seen families rise and fall; guided mortals to fortune and ruin; done unspeakable things at your lord's behest. You have proven yourself a useful pawn. On a whim, the noble gives you a taste of their own blood, and you feel a fragment of the life you have been without for so long return alongside a wealth of power.

Prestige Class: Vampire[edit]

Vampires are undead characterized by their ability to masquerade as living humanoids and propensity to drain the life force from living creatures. While it is often seen as a singular type of creature, it's more of a broad category of afflictions with a variety of causes.

Prerequisites[edit]

To qualify for multiclassing into the vampire class, you must meet these prerequisites:

Minimum Level: 1st level in any other class.
Ability Score Minimum: Constitution 13 or Wisdom 13
Type: You must be humanoid.
Special: You must be killed by a bite from a vampire, nosferatu, eastern vampire, blood drinker vampire, or vampirate captain.

Creating a Vampire[edit]

Vampire_mm5e.jpg
[Source]

Vampires come in all shapes and sizes. They also have different personalities. When creating a vampire, consider your vampire's age and experience as a vampire. Were they recently converted? Have they been converted for a long time? Were they born a vampire?

Quick Build

You can make a Vampire quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Charlatan background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The

Level Proficiency
Bonus
Features
1st +2 Undead Nature
2nd +2 Vampire Spawn, Night Sight
3rd +2 Fangs
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Vampire Spawn improvement
7th +3 Vampiric Strikes
8th +3 Ability Score Improvement
9th +4 Fangs improvement
10th +4 Vampire Spawn improvement
11th +4 Night Sight improvement
12th +4 Ability Score Improvement
13th +5
14th +5 True Vampire
15th +5
16th +5 Ability Score Improvement
17th +6 Fangs improvement
18th +6 True Vampire improvement
19th +6 Ability Score Improvement
20th +6 True Vampire improvement

Undead Nature[edit]

At 1st level, life leaves you, replaced with something unnatural. You gain resistance to necrotic damage, you no longer need to breathe, and your type becomes Undead. Additionally, consuming one liter of blood fulfills your need to eat and drink for seven days.

Vampire Spawn[edit]

At 2nd level, the vampiric essence in your veins twists you into one of its spawn. Choose between True Vampire Spawn, Nosferatu Spawn, Eastern Vampire Spawn, Mind Drinker Spawn, Blood Drinker Spawn, and Vampirate Spawn, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th and 10th level.

Night Sight[edit]

At 2nd level, your eyes gain a new layer just behind your retinas common among hunters of a magical nature. You gain 60 feet of darkvision. If you already have darkvision, its radius increases by 30 feet.

At 11th level, your darkvision radius increases by 60 feet.

Fangs[edit]

At 3rd level, your teeth become more fit for a hunter of the night. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, 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 fangs on each of your turns, you can use Dexterity instead of Strength for the attack rolls of your fangs, and the target must be willing, incapacitated, restrained, or grappled by you.

At 9th level, your fangs deal an additional 2d6 necrotic damage on a hit, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At 17th level, this damage increases to 3d6 necrotic damage.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vampiric Strikes[edit]

At 7th level, your fists are empowered by undead might and taloned fingers. If you hit with your unarmed strike, you deal bludgeoning or slashing damage equal to 1d8 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use Dexterity instead of Strength for the attack rolls of your unarmed strikes

Fledgling Vampire[edit]

You must drink the blood of a a vampire, nosferatu, eastern vampire, blood drinker vampire, vampirate captain, or a creature with this feature.

At 14th level, when you kill a creature with your fangs, you may cause them to be revived with 1 hit point at dusk and gain the Undead Nature feature and count as being bit by the same kind of vampire that you are the spawn of. If they multiclass into this class, they must choose the same Vampire Spawn option as you.

True Vampire[edit]

At 14th level, the vampiric blood you drank gives you the power of the one that shed it. Choose between True Vampire, True Nosferatu, True Eastern Vampire, True Mind Drinker, True Blood Drinker, and True Vampirate, all detailed at the end of the class description. Your choice grants you features at 14th level, and again at 18th and 20th level.

Vampire Spawn Options[edit]

True Vampire Spawn[edit]

The most vampires and their spawn descend from the notorious Strahd von Zarovich of Barovia. They are the most well known vampiric nature, with many of their traits being mistaken for core vampiric traits.

Vampiric Weaknesses

At 2nd level, your vampirism limits you in the following ways:

Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
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 made of wood is driven into your heart while you are incapacitated in your resting place.
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.
Spider Climb

At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Hungry Grasp

At 2nd level, on a hit with your unarmed strike, you may forgo dealing damage to grapple the target.

Regeneration

At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Impenetrable Skin

At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Nosferatu Spawn[edit]

Nosferatu, also known as corpse vampire, are a fairly recent form of vampire, having arisen as a result of the Spellplague. While Mystra's return and the Second Sundering lead to the destruction of most corpse vampires, a number where saved by the Dark Powers of Ravnica that created true vampires.

Sunlight Hypersensitivity

At 2nd level, you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Spider Climb

At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Regeneration

At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Thirsty Fangs

At 10th level, when you deal damage to a creature with hit points below their maximum with your bite, the necrotic damage they take 2d10 necrotic damage instead of 2d6.

At 17th level, this damage increases to 3d10 necrotic damage.

Eastern Vampire Spawn[edit]

Eastern vampires are a branch of true vampires created by spellcaster vampires in Faerun's Hordelands seeking reprieve from the watchful eyes of the Dark Powers without losing their undeath.

Vampiric Weaknesses

At 2nd level, your vampirism limits you in the following ways:

Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
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 made of wood is driven into your heart while you are incapacitated in your resting place.
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.
Hungry Grasp

At 2nd level, on a hit with your unarmed strike, you may forgo dealing damage to grapple the target.

Magic Blood

At 2nd level, you become immune to poison damage and the poisoned condition.

Regeneration

At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

Impenetrable Skin

At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Mind Drinker Spawn[edit]

Mind drinker vampires descend from Szadek Dimir, one of ten parun of Ravnica, a world of cities nestled in a cluster of demiplanes within the Ethereal Plane. Hailing from a once-grand clan of psychic vampires that was reduced to only himself, Szadek's essence grants powerful psionics to its vessels, allowing themselves to nourish their bodies by draining psionic energy in addition to blood.

Sunlight Sensitivity

At 2nd level, while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

<!-Class Feature->

At 6th level,

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At 10th level,

Blood Drinker Spawn[edit]

Blood drinker vampires descend from Slavomir Zoltan, a leader of the Orzhov Syndicate of Ravnica and progenitor of a more recent breed of Ravnica's vampires. Orzhov's spawn are feared for their ability to charm their targets.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

At 6th level,

Impenetrable Skin

At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Vampirate Spawn[edit]

Vampirates, at least according to legend, descend from a mythical spelljammer pirate whose greed, and perhaps a number of afflictions from the variety of lands he plundered, held him from death's rest.

Some of this Vampire Spawn's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Vampirate Spawn save DC = 8 + your proficiency bonus + your Constitution modifier

Phlogiston Composition

At 2nd level, the nature of space is infused into your vampiric essence. When you are reduced to 0 hit points, you explode in a cloud of ash. Any creature within 5 feet of you must succeed on a Constitution saving throw or take 5 (1d10) necrotic damage.

Spider Climb

At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Energy Drain

At 6th level, your very touch drains life from your surroundings. Your energy drain is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal necrotic damage equal to 2d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use Dexterity instead of Strength for the attack rolls of your energy drain. Attacks with your energy drain can be made as a melee attack or ranged attack with a range of 30 feet.

Energy Constitution

At 6th level, you become vulnerable to radiant damage and immune to cold and poison damage.

Spacefarer's Mind

At 10th level, your darkvision radius doubles, and you become immune to the charmed and poisoned conditions.

True Vampire Options[edit]

True Vampire[edit]

The most vampires and their spawn descend from the notorious Strahd von Zarovich of Barovia. They are the most well known vampiric nature, with many of their traits being mistaken for core vampiric traits.

<!-Class Feature->

At 14th level,

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

True Nosferatu[edit]

Nosferatu, also known as corpse vampire, are a fairly recent form of vampire, having arisen as a result of the Spellplague. While Mystra's return and the Second Sundering lead to the destruction of most corpse vampires, a number where saved by the Dark Powers of Ravnica that created true vampires.

<!-Class Feature->

At 14th level,

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

True Eastern Vampire[edit]

Eastern vampires are a branch of true vampires created by spellcaster vampires in Faerun's Hordelands seeking reprieve from the watchful eyes of the Dark Powers without losing their undeath.

<!-Class Feature->

At 14th level,

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

True Mind Drinker[edit]

Mind drinker vampires descend from Szadek Dimir, one of ten parun of Ravnica, a world of cities nestled in a cluster of demiplanes within the Ethereal Plane. Hailing from a once-grand clan of psychic vampires that was reduced to only himself, Szadek's essence grants powerful psionics to its vessels, allowing themselves to nourish their bodies by draining psionic energy in addition to blood.

<!-Class Feature->

At 14th level,

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

True Blood Drinker[edit]

Blood drinker vampires descend from Slavomir Zoltan, a leader of the Orzhov Syndicate of Ravnica and progenitor of a more recent breed of Ravnica's vampires. Orzhov's spawn are feared for their ability to charm their targets.

<!-Class Feature->

At 14th level,

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

True Vampirate[edit]

Vampirates, at least according to legend, descend from a mythical spelljammer pirate whose greed, and perhaps a number of afflictions from the variety of lands he plundered, held him from death's rest.

Captain's Curse

At 14th level, you gain the Phlogiston Composition and Energy Drain features. If you already have these features, their damage dice are doubled.

<!-Class Feature->

At 18th level,

<!-Class Feature->

At 20th level,

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