Vampire, Hellsing, Variant (5e Class)

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Vampire[edit]

You are a monster, cursed with far greater strength, and the ability to absorb other's souls. With a hunger that shall never be quenched. Vampires of this kind are likely especially dreaded, as they have the ability to trap souls of those they consume, and even if temporarily, block resurrection of that soul, which is likely especially dreaded by race's which can normally reincarnate such as Elves. Even though this class/race only requires a small amount of blood to sustain itself, it is quite rare for those of it to overly indulge, and if one were to find it's way to be in the area while a large battle takes place, the results could be disastrous.

Creating a Vampire[edit]

When creating a vampire, the first stat to prioritize are Strength or Dexterity. Next is Сonstitution. Lastly would be Wisdom.

Class Features

As a Vampire you gain the following class features.

Hit Points

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

Proficiencies

Armor: All
Weapons: All weapons
Tools: None
Saving Throws: Strength, Сonstitution
Skills: Choose Any 3

Equipment

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

  • (a) A chain shirt or (b) Chain Mail
  • (a) Common clothes or (b) Fine clothes with hood
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) A martial ranged weapon or (b) A simple weapon or (c) A firearm or martial weapon (if there is no firearm in the setting)

Table: The Vampire

Level Proficiency
Bonus
Soul Points Features Vampire Strength Vampire Speed
1st +2 0 Vampiric Progression, Unarmored Defense, Vampire Strength, Vampiric Nature 1d6 -
2nd +2 0 Vampire Speed 1d6 5 ft.
3rd +2 2 Soul Absorption 1d6 5 ft.
4th +2 4 Ability Score Improvement 1d8 10 ft.
5th +3 6 Shadow Protection, Extra Attack, Vampiric Progression 1d8 10 ft.
6th +3 8 Ability Score Improvement 1d8 15 ft.
7th +3 10 Third Eye, Blood Tentacles 1d8 15 ft.
8th +3 12 Ability Score Improvement 1d8 20 ft.
9th +4 14 Disembodied movement 1d10 20 ft.
10th +4 14 Shapeshifter 1d10 25 ft.
11th +4 16 Extra Attack 1d10 25 ft.
12th +4 18 Ability Score Improvement 1d10 30 ft.
13th +5 20 Third Eye 1d12 30 ft.
14th +5 20 Shapeshifter, Ability Score Improvement 1d12 35 ft.
15th +5 22 Vampiric Progression 1d12 35 ft.
16th +5 24 Ability Score Improvement 1d12 40 ft.
17th +6 26 1d12 40 ft.
18th +6 26 Hypnotism 2d12 45 ft.
19th +6 28 Ability Score Improvement 2d12 45 ft.
20th +6 30 Extra Attack, Conversion, Vampiric Progression 2d12 50 ft.

Vampiric Nature[edit]

At death's door, you were given the chance to survive in exchange for the blood of your enemies. Now you are a bloodthirsty undead, doomed to spend eternity killing other creatures for your own sustenance.

You get the following benefits:

  • You will gain 60ft. of darkvision, and your creature type will now change to Undead. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep.
  • When you take a long rest, instead of resting, you must spend at least four hours performing light activities to gain the benefits of a Long Rest.
  • Your Fang Bite is a natural weapon that is treated as a simple melee weapon you are proficient with. You add your Constitution modifier to your Bite attacks and damage instead of your Strength modifier. Fangs deal 1d4 piercing damage on a hit. When you have half your hit points or fewer, you have advantage on Fang attacks. When you hit a creature that isn't a construct or undead with a Fang attack, you enhance yourself in one of the following ways, your choice:

You regain hit points equal to the piercing damage dealt by Fang Bite.

You gain a bonus on your next ability check or attack roll. The bonus equals the piercing damage dealt by Fang Bite.

You can enhance yourself with Bite a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

  • You can only be killed when below 0 hit points and with a silver weapon stabbed through your heart. In this case you can not roll death saves and immediately die. Otherwise when reduced below 0 hit points, you are considered to be unconscious until raised above 0 hit points. Until you become a true vampire, destroying your body or effects that cause instant death will still kill you. But once you become a true vampire, these effects will only reduce your hit points to 0.
  • You cannot gain the 6th point of exhaustion and you count as two size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You do not die if your hit points maximum drops to 0. Instead, you are unconscious until you regain at least 1 hit point.

You get the following vulnerabilities:

  • You need to drink at least half a liter of humanoid blood per day, otherwise you get 1 level of exhaustion. Exhaustion levels disappear as soon as the insufficient amount of blood is drunk (So if 2 levels of exhaustion have accumulated, then to remove them you need to drink 1 liter of blood).
  • You can't enter a residence without an invitation from one of the occupants.
  • You take 5 * your Vampire level acid damage if it ends its turn in running water.
  • You take 5 * your Vampire level radiant damage when it starts its turn in sunlight.

Vampiric Progression[edit]

Unlike normal classes, you shall start with the Subclass of Vampire spawn.

Once you use the Soul Absorption feature for the first time, you shall lose the features of Vampire Spawn and swap to the Subclass True Vampire.

Unarmored defense[edit]

While you are wearing no armor and not wielding a shield your AC is 10 + Dexterity modifier + Constitution modifier.

Vampire Strength[edit]

Your vampire body gives you mastery of combat styles that use unarmed strikes. You gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Vampire levels, as shown in the Vampire Strength column of the Vampire table.
  • When you use the Attack action on your turn, you can make one unarmed strike or attack with one-handed weapon as a bonus action.

At 6th level, your Unarmed Strikes are considered magical for the sake of overcoming resistance.

Vampire speed[edit]

Starting at 2nd level, while not wearing an armor or wielding a shield, you will gain +5 to your movement speed. Your movement speed bonus increases as you gain levels as a Vampire. You also gain the ability to move up, down, and along vertical surfaces, as well as across ceilings, leaving your hands free.

Soul Absorption[edit]

Starting at 3rd level, you can fully absorb the bodily fluids of a dead creature with a soul, if they have been dead for less than 4 days, absorbing it's soul into yourself, trapping the soul inside your own. You can do so to 1 creature within 5 ft of you as an action. Keep track of all absorbed souls, specifically their CR. All absorbed souls are not considered free for resurrection and can only be freed by others with a wish spell. If a being voluntarily gives you its life and soul, then you can freely communicate with its soul within you.

Starting at 6th level, you gain all the memories from those absorbed by Soul Absorption.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th, 18th 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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Shadow Protection[edit]

Starting at 5th level, as a reaction you can protect an ally within 15 ft. of you about to be hit by an attack. You do this by throwing your shadows in the way of attack, taking the damage in their place. It is believed that you have resistance against the damage of this attack.

Third Eye[edit]

Starting at 7th level, you gain 120 ft. of darkvision that can see through magical darkness. At 13th level, you are forever getting 120 ft. of true sight.

Disembodied movement[edit]

Starting at level 9th, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

Shapeshifter[edit]

Beginning at 10th level, you can non-magically change your appearance and clothing as a bonus action. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. The clothing can be formed via this feature, or put on from items on hand.

At 14th level, you can transforms into a swarm of bats, while retaining its game statistics (other than its size and getting a flight speed equal to your normal speed). This transformation ends if you is reduced to O hit points or uses a bonus action to end it.

Hypnotism[edit]

Beginning at 18th level, you can bend ones mind and will to your own. You can cast the Dominate Person spell at will (this does not count as a spell or magical effect). You can maintain concentration on this effect for 24 hours.

Your Hypnotism DC = 8 + proficiency modifier + Constitution modifier.

Conversion[edit]

Starting at 20th level, you can convert others to your bloodline. You first need to drain the body of a creature completely via soul absorption. Then, for an action you can lose 10 hp and the soul absorbed as you return the soul to their body alongside your own blood. Then, if they are a virgin, they gain the first level in this class and the Vampire, Hellsing race and return to life with 1 hp. If they are not a virgin, they turn into a ghoul under your permanent control with full hp.

Vampire Spawn[edit]

When first turned into a vampire, you become a vampire spawn. This mainly amplifies your physical abilities, until you eventually take the plunge and become a True Vampire.

Vampiric Vigor

Starting at 1st level, your body takes on unnatural features typical of vampires:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You regain 2 * your Vampire level hit points at the start of your turn if you have at least 1 hit point and are not 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.
Enhanced Senses

Starting at level 3, your senses have grown to be much more sensitive than they were before. You have advantage on initiative rolls and if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Majestic Power

Starting at level 6, even though your body hasn't changed externally, it has become much more powerful. Your Strength score increase by 4, Dexterity score increase by 2 and Constitution score increase by 2. The maximum value of these characteristics is also increased by this value.

True Vampire[edit]

After absorbing the first soul, you reject the remnants of humanity, turning into a true spawn of hell.

Improved Vampiric Nature

By rejecting your humanity, you lost some of the weaknesses inherent in lesser vampires:

  • You no longer take damage from running water.
  • You no longer take damage from sunlight.
  • You only need to drink blood once a week.

You also continue to receive the benefits of Vampire Spawn levels 1, 3, and 6.

Soul Manipulation

You gain a soul point pool to use for features, with the maximum number of points you can hold listed above in the class chart. You can release a soul as a bonus action, gaining a number of soul points equal to the creature's CR. When the soul is released they are considered free for resurrection, all effects from soul absorption on them end.

In addition to spending soul point on certain features, you may also spend soul points up to your proficiency bonus on an attack to increase the number of damage dice (1 die per soul point), or an attack roll (+1 to hit per point spent).

Improved Soul Absorption

Starting at level 5, your Soul Absorption can affect all dead creatures within 30 feet of you. At level 7 this increases to 60 feet, level 9 to 120 feet, level 12 to 240 ft, level 15 to 1000 feet, and at level 20 to a maximum range of 5 miles.

Vampire Teleportation

Starting at level 5, you can teleport to an unoccupied space you can see within a range of 30 * the soul points spent as a bonus action. You can spend a number of soul points up to your proficiency bonus.

At level 10, you can use this function as a reaction to being attacked or affected by a spell.

Blood Tentacles

Starting at Level 7, you gain shadowy bloody sharp tentacles that can have their form changed at will. You can use them for several uses, each costing an reaction, action or an attack action for attacks. You are considered proficient in all attacks made with this feature.

  • Used as a finesse melee attack, dealing 2d12 slashing damage, increasing to 3d12 at 11th level, and 4d12 at 17th level.
  • Used as a ranged attack with a range of 60 ft, dealing 1d10 piercing damage to up to 2 targets (you can target the same creature multiple times), making a separate attack roll for each. This increases to 3 targets at 11th level, and 4 targets at 17th level.
  • Used to interact with objects or complex machinery, or wield weapons normally too big to hold or would require several individuals or systems to operate. This starts with only being able to use things that can fit within a 20 ft cube. At level 10 this increases to a 60ft cube, at level 13 a 120 ft wide cube, at level 15 a 250 ft wide cube, at level 18 a 500 ft wide cube, and at level 20 a 2000 ft wide cube.
  • Used to gain a fly speed of 60 ft for 1 minute. You can only use this fly speed when you are within 120 ft of a fixed object or the ground, as you are using the blood tentacles to grapple.
  • When you are hit by an attack, you can use your reaction to gain +3 AC until your next turn. Increases to +5 at level 11.
Mind protection

Starting at level 9, you gain immunity to being Frightened and Charmed. Your thoughts and memories cannot be read or altered.

Cheat Death

Starting at level 10, when you take damage that reduces you to below 0 hp, or any damage or effect that would cause you to die, you can instead once per long rest, use a stored fully sentient soul to take your place. Your hp restores itself back to at least 20 and you restore half the soul points you would have normally gained from the creature. You choose if you reform on the spot, or to reform within 10 feet of where you were located when you took the damage, in this case leaving behind a brief afterimage in your previous place of the soul chosen for this feature. This feature does not use any action or reaction to use and is instead automatic if chosen to activate. At level 15 this increases to 3 times. You regain all uses after you finish a long rest. At level 20 this has unlimited uses.

LifeHack

Starting at level 15, you can use the souls inside you to do your biding. As an action, you can reform the body from one of the souls inside you, appearing in the spot next to you. The body shall be identical as that of the original creature, but with only 25% of the hp (rounded down) and vulnerability to radiant damage, and controlled by the soul of the creature, still under the effects of Soul Absorption. If a creature is killed, its soul returns inside you. This effect lasts for 1 hour, after which if they were not killed the body disintegrates and the soul returns inside you. This feature can be used once. At level 18, you can use this feature 3 times, you can reform 2 body of the souls inside you for one use, creature's health will be equal to 50% (rounded down) of its original health. You regain all uses after you finish a long rest.

At level 20, you can use an alternative use of this feature. Once per day, you can release all the souls inside you as if released by this feature. If the soul released by this ability is killed, it will reappear at the place of death at the start of your turn. All creatures killed with this feature become part of the souls you absorbed and immediately become part of the alternative. While this alternative is in use, you cannot use Soul Absorption. You can reabsorb all souls released (including new souls) using this alternate feature as an action to complete it before the hour runs out. Any soul actively under use for this feature cannot be used for Soul Manipulation or Cheat Death.

optional weapons, .454 Casull (5e Equipment), Combat Pistol 'Jackal' (5e Equipment), Hellsing Special Ammunition (10) (5e Equipment)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Vampire, Hellsing class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Vampire, Hellsing class, you gain the following proficiencies: 1 skill proficiency of your choosing

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