Vampire, Hellsing (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 not uncommon 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 making a Vampire, you must also add the Vampire, Hellsing race in addition to another race that you were before becoming a vampire. [1]. In addition, the race has a link to the character which will have been the one to turn your character into a vampire which will be a level 20 in this class, so ensure that the DM is aware and has a character in mind.
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: Medium armour, Heavy armour
Weapons: Simple Weapons, Martial Ranged Weapons, Firearms
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 (The rations in these packs are replaced with vials of fresh blood (they do not fall under the conditions described in paragraph The hunger in Vampire, Hellsing race))
- (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)
- A coffin with 1lb of the soil from your birthplace in it
Level | Proficiency Bonus |
Soul Points | Features |
---|---|---|---|
1st | +2 | 0 | Vampiric Progression, Unarmored defense, Unarmed strike |
2nd | +2 | 0 | Vampire speed |
3rd | +2 | 2 | Soul Absorption |
4th | +2 | 4 | Ability Score Improvement |
5th | +3 | 6 | Vampiric Protection, Extra Attack, Vampiric Progression |
6th | +3 | 8 | Ability Score Improvement |
7th | +3 | 10 | Third Eye, Blood Tentacles |
8th | +3 | 12 | Ability Score Improvement |
9th | +4 | 14 | Disembodied movement |
10th | +4 | 14 | Third Eye, Shapeshifter |
11th | +4 | 16 | Extra Attack |
12th | +4 | 18 | Ability Score Improvement |
13th | +5 | 20 | — |
14th | +5 | 20 | Shapeshifter, Ability Score Improvement |
15th | +5 | 22 | Third Eye, Vampiric Progression |
16th | +5 | 24 | Ability Score Improvement |
17th | +6 | 26 | — |
18th | +6 | 26 | Hypnotism |
19th | +6 | 28 | Ability Score Improvement |
20th | +6 | 30 | Extra Attack, Shapeshifter, Conversion, Vampiric Progression |
Vampiric Progression[edit]
Unlike normal classes, you shall start with the Subclass of Vampire spawn at level 1, gaining features at Level 1, 3 and 6. 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]
When you are not wearing armor, your Armor Class equals 10 + your Constitution Modifier + your Strength Modifier. You can use a shield and still gain this benefit.
Unarmed strike[edit]
Your unarmed strike become 1d8 and you gain proficiency in unarmed strikes
Vampire speed[edit]
Starting at 2nd level, when you are not wearing armor your speed increases by an amount equal to 5ft x (Vampire, Hellsing class level).
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, and if they are not-sentient, half-sentient, or fully sentient (DMs discretion, recommended to base it off the intelligence score). All absorbed souls are not considered free for resurrection and can only be freed by others with a wish spell. You can talk to them and they can give you advice also they are considered permanently under the effects of a non-magical charm person and dominate person as if you were the origin of the effects, even if they would normally be immune to being charmed or be able to make a save against it, until they are no longer absorbed. (they maintain a sense that they have free will, but deem you to be an absolute authority and will happily follow all orders given) (Optional Nerf: Change from the effects of charm person and dominate person, to constantly under the spells charm person and dominate person, i.e. if dispel magic is cast on them cleared of it for 6 seconds before applied, anti-magic fields clear the charm/dominate until leave)
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 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 Protection[edit]
Starting at 5th level, as a reaction you can protect an ally within 5 ft of you about to be hit by an attack. You do so by physically stepping in the way of the attack, taking the damage in their place, and all future attacks targeting them shall instead target you for the duration of the round. If you ally moves while under this protection, you can choose to move with them to maintain this ability, up until your movement is used up in the round. (So if you moved during your turn 15 ft, then used this feature, you can follow up to 15 ft assuming you have a 30 ft speed, if you have not had your turn yet, you can move up to 30 ft with them, assuming you have a 30 ft speed)
Third Eye[edit]
Starting at 7th level, you gain 120 ft of dark vision that can see through magical darkness in good visibility conditions, you can see details even in extremely distant creatures and objects measuring at least 2 feet across. At 10th level, you can gain True sight for 1 minute, you can use this feature 3 times, you regain all uses when you finish a long rest. At 15th level, all your vision is permanently under the effects of True Sight, in addition, you can tell by looking at a creature if the Conversion ability would turn them into a Ghoul or a Vampire Spawn.
Disembodied movement[edit]
Starting at level 9 you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if it ends its turn inside an object.
Shapeshifter[edit]
Beginning at 10th level, you can non-magically change your appearance and clothing as a bonus action. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the change is up to you. (the clothing can be formed via this feature, or put on from items on hand)
At 14th level you can transform into a swarm of bats with a flying speed of 60ft
At 20th level, you can force another creature capable of shifting it's form into a new appearance of your choosing as a bonus action, you first must hit them with an unarmed strike, then the creature may make a wisdom saving throw against this if unwilling. Creature's that succeed against the save are immune to further attempts for the next 24 hours. If their form is changed using this feature after 1 hour they can undo it using whatever method of shapechanging they can use to return to their normal form. You can use this feature 5 times. You regain all uses when you finish a long rest.
DC = 8 + prof + Constitution modifier
Hypnotism[edit]
Beginning at 18th level, you can bend ones mind and will to your own. As an action, you can non-magically influence a creature within 30 ft of you, the creature must make a wisdom saving throw, if they fail, they are considered charmed (creatures immune to being charmed are unaffected). Effect lasts 24 hours
The creature will follow all requests to the best of it's ability as long as it does not result in harm in the creature, and will fully believe all statements even nonsensical ones as long as it does not do direct harm to the creature. (such as, it will not believe that it enjoys dousing itself in acid or that it can fly by jumping off a cliff if it cannot, but it will believe if told that its mother is its father and its father is a hamster)
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.
- Blood Rage
In battle, you can be triggered to fight with primal ferocity. If a creature within your sight dies, you enter a Blood Rage.
While Raging, you can the following benefits:
- You have advantage on Strength Checks and Strength Saving Throws.
- When you make a melee weapon attack using strength, or an unarmed attack using strength, you gain a bonus to the damage roll equal to your proficency modifier.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action, and you do not remember what happened while raging.
Once you have raged the number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.
This feature can be used once per long rest when below 0 hp as a free action between turns, in this case, you restore your hp to 1 and immediately take a turn, being temporarily cleared of all status effects not caused by injuries. When reduced to below 0 hp again, or if 1 minute has passed, take all damage that was restored by this ability when used, and regain all lost status effects.
- Enhanced Senses
Starting at level 3, your senses have grown to be much more sensitive than they were before. You can advantage in all perception checks, and cannot be surprised.
- Ranged Mastery
Starting at level 6, your enhanced senses have reached their peek. All ranged attacks are made with advantage, even if using the weapons long range, and all weapons with range you wield have their range doubled.
True Vampire[edit]
"You are so much so much stronger than you let yourself be... Behind those eyes I saw something I lost long ago. The will to live. Now, stop running from who you are. Confront it, Embrace it, and go for it's fucking throat, like a real fucking vampire!"
It is recommended when you become a True Vampire to shift your alignment to become more chaotic and neutral or evil.
- 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 start with this pool empty, and it can only be refilled by releasing or on long rest if you have at least one fully sentient soul. The number of soul points restored during a long rest is equal to half the number of fully sentient souls (rounded up). *Optional section, as makes class much stronger, creators preference is soul points can only be regained by a soul being released*
In addition to spending souls on certain features, you may also spend up to 3 soul points on a feature to increase the DC (1 higher per point), 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).
You can release a soul at any point as a free action, gaining 1 point if they are not sentient, half the creatures CR (min 1 point) if they are half-sentient, and the creature's CR (min 2 points) if they are fully sentient. When the soul is released they are considered free for resurrection, all effects from soul absorption on them end, they can leave your soul, and they cannot be released again for soul points. (unless they are re-absorbed if end up meeting the conditions to be absorbed via Soul Absorption)
- Regenerate
As bonus action, you can spend soul points to instantly heal. You gain 10 hit points, and recover 5 Max Hp (up to actual Max HP if lost), per soul point spent. Any lost limbs are regenerated as well, however, any lost limbs before becoming a True Vampire shall only regenerate as bloody tinted shadows of what it previously was, and any damage to this limb shall cause it to be destroyed again. Also your action can be used for this feature when incapacitated, even though actions normally cannot be taken in that state.
- Upgraded Soul Absorption
Starting at level 5, your Soul Absorption can (you can choose a lower range or specific target if you can see it) effect all dead creatures within 10 ft as an action. At level 7 this increases to 20 ft, level 9 to 40 ft, level 12 to 100 ft, level 15 to 1000 ft, level 18 to 1 mile, and at level 20 to a maximum range of 5 miles.
- Vampire teleportation
Starting at level 5, you can use Misty step for 1 soul point. By spending soul points you can increase range by 30ft x soul points spent . You can spend soul points up to your proficiency modifier. Also you can use this ability as part of reaction to Vampiric protection if ally not in the 5ft range
- 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 1d8 slashing damage, increasing to 2d8 at 11th level, and 3d8 at 17th level.
- Used as a ranged attack with a range of 60 ft, dealing 1d6 piercing damage to 1 target, at level 11 this increases to 2 targets, level 17 to 3 targets. (you can target the same creature multiple times), making a separate attack roll for each.
- 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 8, as long as you have at least one retained fully sentient soul your memories cannot be altered. Also as long as you have at least one fully sentient soul saved when you roll an intelligence, wisdom or charisma saving throw you can use 12 soul points and succeed in it regardless of his DС, at level 11 the cost raises to 15 soul points. Using this feature also gives 1 point of exhaustion (this cannot raise you over your maximum for exhaustion, but still can be used if it would, i.e. once at 4 exhaustion, will not grant more exhaustion to use)
- Cheat Death
Starting at level 10, when you would take damage that reduces you to below 0 hp, or any damage or effect that would cause you to die, you can instead make a DC 10 Constitution saving throw, if you succeed, you use a stored fully sentient soul to take your place. 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 this feature triggered, in this case leaving behind a brief afterimage in your previous place of the soul chosen for this feature. In addition, you can choose to use the Regenerate feature as a free action when Cheat Death is triggered. This feature does not use any action or reaction to use and is instead automatic if chosen to activate. Each time you make the Constitution saving throw for this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10. At level 15 the first time this ability activates you do not need to make a save, it just activates. At level 20 the first 3 times the ability activates you do not need to make a save, and after that point you can use the feature Mind Protection on the Constitution saving throw for this feature like it was a intelligence, wisdom, or charisma saving throw.
- 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 with the undead Tag added, 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 once per long rest (this still counts of one of the 3 uses), 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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