Vampire, Variant (5e Class)

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Vampire

You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learnt from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath.

Creating a Vampire

When making a vampire character, consider how you first became a vampire. Where you an experiment for some mad wizard, did you seek the power yourself or where you taken in as a pet for some vampire lord? How did you gain your freedom, did you steal blood from your master or find another way to break their control? What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. As far as backgrounds go it is up to you to pick a background more suited to your characters history.

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: None
Weapons: Simple Weapons, Shortswords, Longswords and Rapiers
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Stealth and choose any other two

Equipment

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

  • (a) Shortsword and a dagger or (b) Any simple weapon and a dagger
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) 10 darts or (b) Shortbow and 20 Arrows
  • (a) Common clothes or (b) Fine clothes with hood

Table: The Vampire

Level Proficiency
Bonus
Features Crimson Points
1st +2 Child of the night, Blood is life, Vampiric reflexes 3
2nd +2 Once mortal, Unarmed Combatant 3
3rd +2 Vampiric Path 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 4
6th +3 Hidden Might 5
7th +3 Vampiric Path Feature 5
8th +3 Ability Score Improvement 6
9th +4 Undead Resistance 6
10th +4 Mist form 7
11th +4 Vampiric Path Feature 7
12th +4 Ability Score Improvement 8
13th +5 Undying Fortitude 8
14th +5 Children of the Night 10
15th +5 Bloody Awakening 10
16th +5 Ability Score Improvement 11
17th +6 Enduring soul 11
18th +6 Vampiric Path Feature 12
19th +6 Ability Score Improvement 14
20th +6 Deathless Immortal 14

Vampire Save DC

Vampire Ability Save DC = 8+ your proficiency bonus + your Charisma modifier

Child of the Night

Vampires appear just as they did in life, although their skin is often pale and cool to the touch, also their features are often hardened and feral, with the predatory look of wolves. Vampires can be easily recognised, for they cast no shadows and throw no reflections in mirrors. Starting at 1st level, you gain the following benefits and disadvantages.

-You are an undead creature. You are unaffected by anything that affects only living creatures.

-You don't need to breathe, which means you are immune to suffocation.

-You don't age and can't be magically aged.

-Unlike most undead, you do need to sleep.

-You have darkvision of 60ft, If you already have darkvision instead increase it by 30ft.

-You have resistance to necrotic damage.

-Your are immune to disease.

-The amount of hit dice you can recover after a long rest is half amount of dice used + Proficiency bonus.

-Sunlight Sensitivity 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.

-If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, 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.

-If you end your turn in running water you take 5+Half level (rounded up) acid damage.

-You are not allowed to enter a residence without invitation from the occupants.

-If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.

Blood is life

Starting at 1st level, as an undead creature, you gain power and strength when you drain the life essence of other creatures. A gnawing hunger burns within your body and spirit, tempting you to descend into feral madness.

You have 3 Crimson points, these points are use to empower your abilities or let you use stronger attacks. You regain all spent Crimson points after a long rest.

-Once during a rest you can feed on an helpless or willing creature you can touch using 1 Crimson point and one of your hit dice to regain hit points equal to your hit dice roll + Con Modifier + your vampire level. If this ability is used on a Tiny sized creature it dies afterwards. This does not work on constructs, elementals, oozes and undead. You regain use of this feature after you complete a short rest or long rest.

-As a bonus action, while you have a creature grappled you can spend 1 Crimson point to make an unarmed strike against the target using your fangs, this attack uses Strength or Dexterity to hit and deals 1d4 Piercing damage and 1d4 Necrotic damage + Proficiency bonus and you may use your use one of your hit dice to regain hit points equal to the dice roll + Constitution + your half your vampire level (round down). This attack has no effect on constructs, elementals, oozes and undead. The damage for this attack increases as you level, 1d6 Piercing and 1d6 Necrotic at 6th level, 1d8 Piercing and 1d8 Necrotic at 13th level. If you don't have enough hit dice or Crimson points to spend to use this feature, you cannot use it.

Vampiric reflexes

Starting at 1st level, you move with preternatural grace and speed, making it difficult for your enemies to strike you.

-While you are wearing no armor you AC equals 10 + Dexterity modifier + Charisma modifier. You can use a shield and still gain the benefit of this armor.

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.

Once mortal

Starting at 2nd level, you were very likely something else before you became your new, vampiric self.

Gain two Proficiency's with a type of weapon or armor or with a skill or with a tool/instrument of your choice. Or you can gain Expertise in One Skill or Tool/instrument of your choice.

Unarmed Combatant

Starting at 2nd level, you can make unarmed attacks with much greater effectiveness than most other combatants can, thanks to your vampiric nature.

-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

-When you make a melee weapon attack, you can use your vampire unarmed strike instead of using a weapon which deals 1d4 slashing damage, this damage increases to 1d6 at 6th level, 1d8 at 10th level and and 1d10 at 17th level.

-When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.

Vampiric Path

When you reach 3rd level, you commit yourself to a path: Shadow Stalker or Beguiler. Your Path grants you features at 3rd level and again at 8th, 11th, and 18th level.

Ability Score Increase(Vampiric Version)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. Being a vampire makes your body capable of inhuman feats as such unlike normal classes you can increase an ability scored above 20 but not above 22 with this feature.

Extra Attack

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

Hidden Might

At 6th level, though you might show no outward signs of it, the curse that transformed you into an undead creature grants you physical power from the force of your personality alone. Your unarmed attacks count as magical for the purpose for overcoming magic resistance and may add your Charisma Modifier to a any melee weapon damage roll you make.

Undead Resistance

Starting at 9th level, you gain advantage on effects that would cause you to be charmed, frightened, paralysed or poisoned.

Mist Form

At 10th level, when you would take damage from an attack, spell or effect, 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.

Undying Fortitude

At 13th level. Your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

Children of the Night

Starting at 14th level you can as an action spending 6 Crimson Points magically call upon the dark powers that fuel you to cast either of the following spells summon shadowspawn or summon undead. 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. You can spend an addition Crimson point to increase the level at which these spells are cast up to a maximum of 12 points to cast them at 9th level.

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.

Bloody Awakening

At 15th Level, Your Strength, Dexterity and Constitution scores become 18 if they are not already. You also gain Life Sense which allows you to see the light that most living creatures emit in addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 30-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light—you can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 60-foot radius, and the radius doubles again for each additional size category larger than Medium. This life sense does not work on Constructs, Elementals and Undead.

Enduring soul

Starting at 17th, your undead nature works despite your intentions to preserve your unlife. While you are below half of your maximum Hit points, you regain hit points equal to your vampire level at the start of each of your turns. If your hits points is above half your maximum hit points or you are on 0 hit points this feature ends. If you take radiant damage or suffer a critical hit, this feature does not function until the end of your next turn.

Deathless Immortal

At 20th level, You become immune to necrotic damage and gain resistance to non-magical damage from bludgeoning, piercing, and slashing weapons. You gain a fly speed equal to your walking speed. You can add your Charisma modifier (minimum of 1) to all your saving throws. If you would roll a 18 or above on a Death Saving throw with this feature you gain the benefits as if you had rolled a 20.

Shadow Stalker

You have grown fond of the darkness around you, it very aspect comforts you. The shadows dance for you and the darkness hides your weaknesses, you have become one with the shadows themselves.

Shadow Manipulator

Beginning at 3rd level when you pick this path, you gain the ability to control the shadows and use the darkness to your advantage.

-You can cast the darkness spell a number of times equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

-You gain expertise in stealth checks and you can hide as a bonus action in dimlight or darkness. If you already have expertise in stealth, chose another skill to gain proficiency in.

-As a bonus action on your turn you can animate a creatures shadow and cause it to wreath around it and slowly drain its life from it for 1 minute. The first time on each of your turns that you hit the creature and deal damage to it, including when you use this ability, you can increase that damage the creature takes by 1d8 necrotic. This damage increase to 2d8 at 11th level.

Shadow Sight

Starting as 3rd level, You can see normally in darkness, both magical and nonmagical up to 120ft.

Dark Atonement

Starting as 7th level, you gain the ability to steal a creatures shadow and place it under your control. As an action for 2 crimson point you can force a target you can see within 60ft that is casting a shadow to make a Charisma saving throw or its shadow detaches from it and becomes a shadow that obeys your commands until the creature or the shadow is destroyed. Your Shadow gains additional hit points equal to your level and it also adds your Charisma bonus to its AC, Saving throws and its attack and damage rolls. You can only have one shadow at any given time and it cannot cause other shadows to spawn from the body of creatures it slays. As an action you can cause the shadow to explode which destroys it but causes the creature that you stole the shadow from to succeed on a Constitution saving throw or take 4d10 Necrotic damage and be stunned until the the end of their next turn, if the target saves it takes half damage and is not stunned.


Shadow Form

At 11th level, As a action, a shadow vampire can change into an animate shadow as long as they are not in direct sunlight. While in this form you gain, resistance to acid, cold, fire, lightning, thunder damage, a fly speed equal to your walking speed, you are immune to any effect that would cause you to become exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone or restrained, advantage on all Stealth checks in shadows, dimlight or darkness, you can move through a space as narrow as 1 inch wide without squeezing, your weapon attacks deal an additional 1d8 necrotic damage, you ignore necrotic resistance and you can teleport between solid shadows within a range of 100ft as a bonus action. The form lasts for 10 minutes or until you you end it as an action. At 20th level this ability grants you the following traits, Any Necrotic damage you deal now heals you, you ignore necrotic immunity, All attacks you make are at advantage so long as you are in dim light or darkness. Once you use this ability it cannot be used again until you complete a long rest.

Shadow of the Colossus

At 18th level, as an Action costing 5 Crimson points you can call forth an Shadow of a creature that you can see within 30ft of you to come to life, the shadow has all the creatures statistics except for its hp is equal to 5 times you vampire level and it does not have any lair actions, legendary actions or legendary resistance. Roll initiative for the shadow, which has its own turns. it obeys your verbal commands and lasts for 1 minute or until you dismiss it as a bonus action. Once you have used this ability you cannot do so until you complete a long rest.

Beguiler

While most vampires prefer to hide in the shadows or deep in a dungeon, you prefer the finer things in unlife and are not afraid to show your face. Beguiler vampires often become nobles or lords of lands and tend to mingle with other humanoids while hiding their turn form.

Charming

Starting at 3rd level, you gain proficiency in deception and persuasion if you are already proficient you then gain expertise instead. When you attempt a check to find the best person to talk to for news, rumors, or gossip you can give your self advantage on the roll. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Spellcasting

Starting at 3rd level, your self-admiration and desire has empowered you to the practice magic. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots per Spell Level
- Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1


Cantrips: At 1st level, you know friends and Vicious Mockery and two cantrips of your choice from the wizard spell list. When you cast Friends, targets do not know that you influenced them with magic and do not become hostile the first time you use it on them every 24 hours. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the vampire table.

Spell Slots: The Vampire table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these vampire spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Beguiler Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability: Charisma is your spellcasting ability for your vampire spells, since the power of your magic relies on your ability to manipulate the power of life to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Master of Enchantment and Illusions

Beginning at 7th level, when you use an Enchantment spell on another creature they cannot tell if you have used magic on them or not should the spell fail or its duration finish. In addition creatures have disadvantage on investigation(Int) checks to see through your illusions. If you cast a spell of the enchantment or illusion schools using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Bitter Insult

Starting at 7th level, once per turn when you deal damage to a creature with an attack or spell you can deal an additional 1d6 psychic damage as you lace words of horrible origin towards the targets mind.

Born Majesty

Starting at 11th level you can transform into your true monstrous form as an action, all your gear and magic items can either meld into the form unless you choose for them not to. While in this form you cannot be wearing armor or wield a shield, if you cast a spell on your turn you can make a melee attack as a bonus action, you gain a fly speed equal to your walking speed, you grow one size larger, you melee and ranged weapon attacks deal an extra weapon damage dice and you gain resistance to bludgeoning, piercing, and slashing damage. When first time a creature within 30ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Good and neutral creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Evil creatures that fail this saving throw are charmed by you for 1 minute, a creature charmed this way is not under your control but will remain in awe of you for the duration. Any damage that you or your allies deal to the creature automatically ends the effect. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action. At 20th level this ability grants you the following traits, Necrotic damage now heals you instead of you being immune to it, your fly speed doubles and you gain immunity to Non magical damage from to bludgeoning, piercing, and slashing damage. Once you use this ability it cannot be used again until you complete a long rest.

Charming Allure

At 18th level, You can spend 2 Crimson Points to target a number of creatures equal to your Charisma mod that you can see within 60ft as an action. If the target can see you, the target must succeed on a Wisdom saving throw against this magic 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 favourable way can, and it is a willing target for you to drink blood from it. 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 7 days or you are killed, is on different plane of existence than the target, or takes a bonus action to end the effect.

Savage

Savage vampires are undead consumed by their thirst for blood. Feral and brutish, these vampires stalk the wild reaches of the world like starving animals, gaining power over degenerate scavengers and abandoning their coffins for filthy, darkened holes. Although they often slake their thirst on animals, humanoid hunters and civilised travellers make just as savoury meals. However some of these individuals end up living amounst druids and other fey and learn to use their power to defend the lands from those who would destroy it, of course these is all just a way to feed with out being harassed by adventurers. (This subtype is an optional rule/subtype that should only be taken if the DM allows for it).

Bestial Fury

Starting at 3rd level, you can use a bonus action to attack with your unarmed strike via two weapon fighting, you can add your ability modifier to the damage of that attack. You can now use your bite attack against targets that are not grappled and in place of unarmed strikes.

Keen Hearing and Smell

Starting at 3rd level, a savage vampire gains the to track creatures by noise and scent. You gain proficiency in survival(or expertise if already proficient) and have advantage on Wisdom(Perception) checks that rely on hearing or smell.

Savage Shape

Starting at 7th level, A savage vampire can transform into an animal as if it were a druid of the same level. This ability follows all the rules for 'Wild Shape' found on page 66 of the players handbook. While in your Savage form you gain a bonus to your attack rolls of your natural weapons equal to your charisma modifier, your natural weapons count as magical for the purpose of overcoming damage resistance and you may add your proficiency bonus to your armor class. At 11th level the CR of the creature you can transform into with Savage shape increases to 2.

Savagery Unbound

Starting at 11th level you can transform into a complete horrid form as an action. Your claws/teeth grow much larger and sharper all your gear and magic items can either meld into the form. While in this form you cannot be wearing armor or be wielding a shield. You also gain the following benefits; you are considered to be under the effect of the 'Haste' spell, the damage dice of you unarmed attacks/bite attacks is now 1d12, and when you slay a creature while in this form you gain temporary hit points equal to your level. When first time a creature within 60ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action. At 20th level this ability grants you the following traits, Extra Attack(2) and Necrotic damage now heals you instead of you being immune to it. Once you use this ability it cannot be used again until you complete a long rest.

Dread Eye

At 18th level, you can cripple an opponent's mind just by looking into his or her eyes. As a action by spending 7 crimson points, you can target one creature within 30ft and it must succeed on a charisma saving throw or immediately be affected as if by the spell feeblemind. a creature that succeeds against this ability is frightened of you until the end of your next turn.

Blood Knight

Some Vampires find solace in the weapons of mortal kind and instead focus on their martial training, honing their potential supernatural powers ever more. These warriors find themselves drinking the blood of their enemies in combat through their super natural connection with their weapons. They often find themselves in service to strong vampires as guards or as marauders stalking the countryside for worthy opponents to feast upon.

Blood Knight Martial Training

Starting at 3rd level, you gain proficiency with Light armor, medium armor and shields. And with three martial weapons of your choice.

You also gain access to a specialised training based on preferred style of combat.

Adept

Once on each of your turns when you attack with a bonded weapon using the Attack action, you can make one additional attack as part of the same action while you are not holding any other weapons or a shield, this attack must be a unarmed attack.

Hunter

You gain two Favoured Foes, Choose a type from: aberrations, beasts, dragons, elementals, fey, giants, humanoids, monstrosities, oozes, plants, or undead. You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. Once on each of your turns, if you hit a favoured foe with an bonded weapon attack you can deal an additional 1d8 damage.

Warrior

You may select One Fighting Style from the Fighters list.

Blood Art Weapons

Starting at 3rd level, a Blood knight can empower the weapons they hold with their own supernatural blood. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour and by spending 1 hit dice, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. If you weapon is on the same plane of existence you can summon that weapon on your turn, causing it to teleport to your hand. You can have you to two bonded weapons, but you can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. While you are bonded with that weapon when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can expend 1 crimson point when you hit with a bonded weapon attack to deal an additional 2d8 necrotic damage. You can expend addition crimson points equal to half your proficiency bonus (rounded down) to deal addition necrotic damage equal to 1d8 per point spent (up to a maximum of 5d8).

Blood Drain

Starting at 7th level, When you hit a creature with your Blood Art Ability, you heal for half the damage dealt by the attack. If this would bring you above your hit point maximum you gain the remain hit points as temporary hit points that last until you finish a short or long rest.

Empowered Bonds

Starting at 7th level, the bond you have formed with your blood art weapons improves. Any weapon you bond with gains a +1 bonus to attack and damage rolls unless it already has a bonus. This increases to a +2 at 11th level.

Blood Art Dance

Starting at 7th level, You can animate one of your bonded weapons as a bonus action by spending 2 Crimson Points. When you do so, the bonded weapon begins to hover, flies up to 10 feet, and attacks one creature of your choice within 5 feet of it. The bonded weapon uses your Charisma modifier to attack and Damage Rolls. You can use a Bonus Action to cause it to fly up to 10 feet to another spot within 10 feet of you. As part of the same Bonus Action, you can cause the bonded weapon to Attack one creature within 5 feet of it. The weapon must remain within 10ft of or it ceases to be animated. The weapon remains animated for a number of rounds equal to your proficiency bonus before is returns to you and sheaths or stows its self on your person.

Supernatural Empowerment

Starting at 11th level you can transform into a super powered form as an action. Your body becomes stronger and senses become enhanced. You gain the following benefits; you are considered to be under the effects of the 'Tensor's Transformation' spell, and you may take the dash action as a bonus action on your turn This ability last for 10 minutes or until you end it as an bonus action on your turn. At 20th level this ability grants you the following traits, Extra Attack(2), you gain resistance to bludgeoning, piercing and slashing damage and any time you hit a creature with a weapon attack you can attempt to shove or knock the target prone as a free action if they are huge or smaller. Once you use this ability it cannot be used again until you complete a long rest.

Unbridled Power

Starting at 18th level, Your bonded weapons become even more powerful as your supernatural power increases. The damage they deal increases by 1 dice (E.g. a greatsword would now deal 3d6 instead of 2d6) and their reach increases by 5ft (Throwing weapons gain 10 ft short and long range and ranged weapons gain 30ft increased short and long range). When ever you slain a creature with a bonded weapon, you can chose to devour the remaining life force in them as a bonus action. If you do you gain advantage on all weapons attacks you make until the end your next turn. You can use this feature a number of times equal to your proficiency bonus before you require a long rest to regain its uses.

Multiclassing

Prerequisites. To qualify for multiclassing into the Vampire class, you must meet these prerequisites: 13 Dexterity and 16 Charisma.

Proficiencies. When you multiclass into the Vampire class, you gain the following proficiencies: Stealth.


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