Vampire, Seraph 2nd Variant (5e Class)
[edit]
An Unexpected Curse[edit]
Creating a Vampire, Seraph[edit]
- Quick Build
You can make a Vampire, Seraph quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices->
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
Weapons: Simple and Martial melee weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Pick 3 from Persuasion, Deception, Sleight of Hand, Perception, Performance, Acrobatics and Athletics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) A simple melee weapon and a shield or (b) A martial melee weapon
- (a) An explorer's pack or or (b) A crossbow with 30 bolts
- If you are using starting wealth, you have If you are using starting wealth, you start with 4d4 x 10 gp as funds. in funds.
Level | Proficiency Bonus |
Features | Steel Body die | Accelerated Movement |
---|---|---|---|---|
1st | +2 | Blood Gift, Blood Curse | 1d4 | +10ft |
2nd | +2 | UV Patch | 1d4 | +10ft |
3rd | +2 | Blood Pact | 1d4 | +10ft |
4th | +2 | Ability Score Improvement | 1d4 | +10ft |
5th | +3 | Surge, Extra Attack | 1d4 | +15ft |
6th | +3 | Blood Gift Improvement | 1d6 | +15ft |
7th | +3 | Life Drain, Blood Pact Feature | 1d6 | +15ft |
8th | +3 | Ability Score Improvement | 1d6 | +15ft |
9th | +4 | Unnatural Beauty | 1d6 | +20ft |
10th | +4 | Blood Pact Feature | 1d6 | +20ft |
11th | +4 | Blood Gift Improvement | 1d8 | +20ft |
12th | +4 | Ability Score Improvement | 1d8 | +20ft |
13th | +5 | Elder Ancestry | 1d8 | +25ft |
14th | +5 | Ability Score Improvement | 1d8 | +25ft |
15th | +5 | Blood Pact Feature | 1d8 | +25ft |
16th | +5 | Ability Score Improvement, Blood Gift Improvement | 1d10 | +25ft |
17th | +6 | Night Stalker | 1d10 | +30ft |
18th | +6 | Blood Pact Feature | 1d10 | +30ft |
19th | +6 | Ability Score Improvement | 1d10 | +30ft |
20th | +6 | Daywalker | 2d10 | +30ft |
Blood Gift[edit]
Energies dwell in your body, steadily strengthening your body with time. Starting at 1st level you gain the following benefits:
Steel Body[edit]
Your nails grow into sharpened claws, your fibers harden like metal, and you feel an unnatural strength moving inside of you. Your unarmed strikes now may use your Dexterity instead of Strength for attack rolls, and deal 1d4 + your Dexterity or Strength modifier. The damage type of your unarmed strikes may be slashing or piercing if you use your sharpened claws, but is bludgeoning otherwise. The damage die of your unarmed strikes increase by one step at 6th level (1d6), 11th level (1d8), and 16th level (1d10).
Accelerated Movement[edit]
Crackling energy bursts inside of you, amplifying your reflexes as your perception of the world drastically slows down. Your walking speed is increased by 10ft, then further increased by 5ft at 5th level (15ft), at 9th level (20ft), at 13th level (25ft) and at 17th level (30ft).
Blood Curse[edit]
Your newly acquired powers come with hefty penalties, as nothing is free in this cruel world. Starting at 1st level you gain the following drawbacks:
Sunblight[edit]
Your strengthened body has peculiar weaknesses. You are permanently vulnerable to radiant damage and take 2d4 radiant damage at the start of every one of your turns while directly under sunlight. Taking radiant damage inhibits any form of healing that would normally affect you until the start of your next turn. Damage taken from being in sunlight cannot be reduced in any way.
Bloodthirst[edit]
Your powers come with an unimaginable hunger for fresh blood. You must consume at least one pint of fresh humanoid blood every day, and you gain one point of exhaustion every 24 hours you go without consuming the minimum amount of blood. Consuming blood from any other creature type requires twice as much blood to quench your thirst, though consuming the required amount of blood reduces your current exhaustion level by 1 and nourishes your body. If you start your turn with 3 or more points of exhaustion you will immediately enter a frenzy mode, spending your entire turn attacking the closest living beings to satiate your thirst.
Lineage[edit]
Your very body is tainted, and you cannot say whether you are living or not anymore.
- You don't need to eat, drink or breathe.
- You don't need to sleep, and magic can't put you to sleep.
- You can perform a short or long rest with just light activities, provided you don't engage any strenous activity or travel during your rest.
- Your type becomes undead on top of your original race type. You are affected by any effects or spells that affect Undeads, as if you were an Undead.
UV Patch[edit]
Memories of your apparent predecessors flash in your mind, teaching you minor secrets to keep your body safe from the sun... at the price of your vitality. Starting at 2nd level you can craft a UV patch during a long rest, spending 5 times your level worth of gold in materials during the process. While you wear your UV Patch you become immune to the effects of Sunblight, but you Maximum Hitpoints are reduced by an amount equal to your level times 3.
Blood Pact[edit]
At this point, your minor knowledge and brief experimentations granted you a relatively good comprehension of the power your body houses. At 3rd level, you can communicate to it and make a single, permanent alteration to its evolutionary change. Choose a Blood Pact between the old Ancestral Pact, the modern Bond Maker Pact, or the traitorous Slayer Pact, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 14th, 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.
Surge[edit]
The dark powers within you represent a savage side of your mind. You can briefly tip into this savage side of yours, though returning to yourself is exhaustive.
At 5th level you can, at the start of your turn, declare a surge, immediately gaining one extra action and bonus action for that turn and advantage on any attack rolls against living creatures. You may forgo this advantage to instead regain Hitpoints equal to the amount of damage you deal to living beings. You gain 1 point of exhaustion at the start of your next turn, or 2 if you fail to damage any living creature with any of your attacks during surge.
You can use this feature once and regain the ability to do so again after a long rest.
Extra Attack[edit]
Starting at 5th level, you can attack twice whenever you take the Attack Action.
Life Drain[edit]
At 7th level, you finally learn how to quench your thirst for blood in a more... productive way.
You can use your action to bite a willing or grappled/restrained creature within 5ft of you, charmed creatures are considered willing.
The bite deals your unarmed strike's damage as piercing and your level as necrotic damage, healing you for half of the amount. If the creature is willing they instead take half of the damage and you are healed by double of the damage dealt to them. Constructs and Undead only take the piercing damage and don't provide you with healing.
Unnatural Beauty[edit]
At 9th level your skin has grown smoother, your face has grown brighter, your physical features seem more beautiful than ever as the energy dwelling within you becomes more... refined. You gain advantage on all charisma checks against creatures that can feel love. You can also attempt to charm a creature for 1 minute by making a Charisma (Persuasion) check against their Wisdom saving throw. You can do this as many times as your Charisma modifier, after which you need a Long Rest to do so again. Undead and Constructs are immune to this, and any creature that succeeds the save is also immune to this for the next 24 hours.
Elder Ancestry[edit]
The aspects of your maker finally awaken within your body, tearing into your nerves and reconstructing your very essence. At 13th level you gain 30ft of Truesight, you gain climbing speed equal to your walking speed, and you can attack three times, instead of twice, when you take the Attack Action.
Nightstalker[edit]
The sun has been your sworn enemy all this time, but now the night has finally became your ally. At 17th level you gain the following benefit while it's night time or while you are in darkness:
You gain Darkvision of 60ft. If you already had Darkvision it's instead increased by 30ft.
You gain advantage in Dexterity checks and saving throws, but not attack rolls.
You know the exact amount and locations of any creatures within 90ft of you that are below half of their maximum Hitpoints, though you can't discern what type of creature they are.
Your unarmed strikes heal you by 1 on contact, increased to 2 when you are below half your maximum Hitpoints, and to 4 when you are below one-quarter of your maximum Hitpoints.
Daywalker[edit]
Your kind is cursed to the eternal darkness, but you ascended to conquer the burning ball in the sky. At 20th level you gain the following:
You lose the Sunblight trait.
All healing provided by your class features is doubled.
Your unarmed strikes become stronger and can bypass resistances and immunities to non-magical damage. Their damage grow by one dice (2d10), and their critical range increase by 1.
You can become a blur with your speed. Until the end of your turn, you can take a number of extra actions equal to your dexterity modifier, double the bonus walking speed Blood Gift provides you, gain extra walking speed equal to your dexterity score (rounded to the nearest 5 or 0), and becoming able to phase through creatures and objects. If you end your turn inside a creature or object you are shunted to the nearest unoccupied space, taking Xd6 force damage, where X is the distance you were shunted divided by 5 (rounded down). You may use this feature once, and must finish a long rest to use it again.
Ancestral Pact[edit]
The ones with an Ancestral Pact are, often, descendants of the ancients themselves, and seek to follow their predecessor's steps for success: The free manipulation of the raw magic without the aid of the weave, and preying on the weak mortals living around them.
Vampiric Spellcasting[edit]
The ancients have long created and fully developed their own magical potential with nothing more than their sheer vitality, and the memories of your predecessors have now taught you how to do this yourself.
At 3rd level, you learn how to cast spells in a... different... way. You know all spells from the Sorcerer Spell List, and you can prepare a number of spells equal to your proficiency bonus + your Charisma Modifier. You must have a spell prepared to cast it, as the essence of the spell must be engraved in your mind, and you cannot ritual cast any spells through this feature.
Spells preparation[edit]
Your bond share it's knowledge with you, and so you know all spells from the Sorcerer Spell list, but you must have a spell prepared before you cast it. You cannot ritual cast any spell through this feature, even if you have it prepared.
You can perform a ritual to prepare any amount of spells, or to replace a number of prepared spells up to half your proficiency bonus, during a long rest, spending 10 minutes of meditation per spell level. You can perform a ritual to replace one of your prepared spells for another spell in the Sorcerer Spell list during a short rest, spending 10 minutes of meditation for every spell level.
You can only have a number of prepared spells equal to your Proficiency Bonus + your Charisma Modifier, and can only prepare spells you can cast.
Casting Spells[edit]
To cast a spell you must sacrifice your vitality, spending an amount of Hitpoints based on the spell's level. If this damage would reduce your Hit Points to 0 or lower, the spell is not cast, as your life essence is insufficient to shape and maintain it's magical effects. The costs are as follow:
- Cantrips-> 3 hit points
- 1st level spells-> 5 hit points
- 2nd level spells-> 8 hit points
- 3rd level spells-> 12 hit points
- 4th level spells-> 17 hit points
- 5th level spells-> 23 hit points
Your essence also has severe limitations on it's magical potential, only allowing you to cast spells with a level lower than your Proficiency Bonus. A 7th level Vampire, Seraph would be able to cast 2nd level spells, while a 9th level Vampire, Seraph would be able to cast 3rd level spells.
Cantrips[edit]
You learn a number of cantrips equal to your proficiency bonus from any spell list, as your pact supplement the knowledge required to acquire them. Whenever you gain a level, you can replace a cantrip you know with another of your choice.
Your cantrips reflect your ability to tap in the unrestrained ancestral magic, even if only lightly... so their class restrictions don't apply to you.
Spell Properties[edit]
Your spellcasting ability is Charisma, as your magical prowess and the potency of your spells comes not only from the sacrifice of your own life essence, but also from your ability to coerce the elements and the spirits in your favor.
Your spell save DC is 8 + your Proficiency Bonus + your Charisma Modifier.
Your spell attack modifier is your Proficiency Bonus + your Charisma Modifier.
Purge the Weak[edit]
Your antecessors have taught you how to captalize on the wounds of your enemy, allowing you to swiftly remove it from the equation.
Starting at 7th level, when you take the Attack Action and attack a creature with less than their Maximum Hitpoints with your unarmed strikes, you gain one extra attack for that Attack Action. Additionally, you have advantage on attack rolls of spells and cantrips that target creatures with less than half of their Maximum Hitpoints.
Constructs and Undead are unaffected by this feature.
Blood Hunt[edit]
The smell of blood, the thrill of the hunt, it incites your hunger and heightens your senses for future... meals.
Starting at 10th level, you can use your bonus action to move up to your walking speed towards a creature with less than their Maximum Hitpoints as long you can see them, and you make one unarmed strike against them if the movement provided by this feature allows you to be within 5ft of it. This movement doesn't provoke opportunity attacks, and it doesn't spend any of your actual movement. Additionally, you have advantage on Intelligence (Investigation), Wisdom (Survival) and Wisdom (Perception) checks that rely on smell to find creatures below their Maximum Hitpoints.
Constructs and Undead are unaffected by this feature.
Blood Feast[edit]
The ancients knew how to draw their opponent's life force with each strike, using it to sustain their godlike reflexes... and you have learnt a fragment of this forbidden knowledge.
Starting at 15th level, once per turn when you hit a creature, you can choose to deal extra necrotic damage equal to your proficiency bonus, regaining Hitpoints equal to the damage dealt. Additionally, when you reduce a creature to 0 Hitpoints, you can immediately perform another unarmed strike. This additional attack benefits from the additional necrotic damage from this feature, even if you already used it during your turn.
Constructs and Undead are unaffected by this feature.
Execution[edit]
You are a blur in the battlefield, tearing mortals apart with your prowess and spells... your abilities are beneath only the mighty ancients themselves.
Starting at 18th level, whenever you kill a creature you may move half of your walking speed toward another creature. If the creature has less than half their maximum Hitpoints, you can instead move up to your walking speed toward it. Additionally, the critical range of your attacks and spells increase by 1, and you can perform one additional attack whenever you take the Attack Action.
Constructs and Undead are unaffected by this feature.
Bond Maker[edit]
Bond Makers are more modern Vampires, who were not favored by the predecessors from the Ancestral Pact but don't bear hatred toward their kin like those from the Slayer Pact. Bond Makers rely on creating blood ties to amplify their vampiric benefits.
Blood Bond[edit]
You learn how to create a connection between you and another creature, binding both by blood ties.
Starting at 3rd level, you can perform a ritual with a willing creature during a long rest, binding both of you with your vampiric blood. While bond this way, both you and the affected creature know the other's location as long you are within 100ft of each other. The bond provides additional bonuses when you are within 30ft of the affected creature:
- You and the affected creature receive +1 to AC, Saving Throws and Attack Rolls.
- You and the affected creature gain advantage when you attack the same creature.
- When you or the affected creature take damage, the other can use it's reaction to reduce the damage by half (rounded down) and take the reduced damage.
These bonuses only apply when both you and the affected creature are conscious. You can perform a ritual to bond to another creature during a long rest, ending your bond with the first creature.
Strengthened Bond[edit]
Through study and experimentation you learn how to improve the blood ties and their benefits.
Starting at 7th level, your First Bond feature is improved in the following ways:
- You and the affected creature can communicate telepathically and understand each other, regardless of languages used, but only if you know each other's location.
- The minimum distance required to learn each other's location is increased to 300ft.
- The minimum distance required to gain the additional benefits is increased to 60ft.
Soul Bond[edit]
A breakthrough in your studies has granted you an insight on how to connect two individuals not only by their blood, but also by their very souls, greatly enhancing the original effects of the bonds.
Starting at 10th level, your First Bond feature is improved in the following ways:
- The minimum distance required to learn each other's location is increased to a mile.
- The minimum distance required to gain the additional benefits is increased to 80ft.
- You and the affected creature receive an additional +1 to AC, Saving Throws and Attack Rolls.
- When you or the affected creature are affected by a non-damaging spell or effect, it may share the effect with the other, provided the bond is willing.
Vampiric Bond[edit]
You have learnt how to give power through this mystical connection, and through this you also learnt how to replicate their abilities during the bond.
Starting at 15th level, your First Bond feature is improved in the following ways:
- While you benefit from the additional bonuses from your First Bond feature, you can choose to share your Blood Gift feature with the creature, providing the same bonuses grants you.
- While sharing your Blood Gift feature, you may choose to gain the creature's resistances and immunities and any other racial benefits they provide, such as the Firbolg's Hidden Step, or the Water Genasi's Amphibious trait.
Bond Expertise[edit]
Your studies have expanded not in the power of your bonds, but in the quantity of bonds you can keep at once.
Starting at 18th level, you can bond with a number of creatures equal to half your Charisma Modifier, rounded up. Each creature bond to you this way get all the benefits from your First Bond feature and it's improvements. Additionally, should any of your bonds die, their soul return to you, and you can perform a ritual through a long rest to revive them. The materials for the ritual costs 1.250 GP per CR level or Character level, and the ritual has a casting time of 8 hours, after which the creature is revived as if affected by the True Ressurection spell.
Slayer Pact[edit]
The Slayers are hunters, fighting against their own kind and those that affiliate with their bloodthristy kin. Whether by need or choice, they renounce the dark ways and stand alone against the very crackling power contained within their bodies.
Signature Weapon[edit]
The Slayers have long stripped themselves from the unholy magic of the Ancestors, condensing this ever-growing power into a weapon as powerful against them as the very sun above their heads.
Starting at 3rd level, you lose your Blood Gift feature and all future improvements to it. You also gain your Signature Weapon, which may assume the form of any non-magical weapon when first formed. Regardless of what form it assumes, you are always proficient with your Siganture Weapon, and may use your Strength or Dexterity modifiers for attack and damage rolls with it. If your signature weapon has the 'Ammunition' property, you can spend 1 Hit Point to create one non-magical piece of ammunition, which may deal necrotic damage instead of it's normal damage.
Attacks made with your Signature Weapon critically strike on a roll of 19-20, and critical hits with it deal triple the damage dice, instead of double, against Undead and Constructs. Damage done with your Signature Weapon ignore resistances from Undead and Constructs, and treat immunities and absorption as resistances. Additionally, you always know the location of your Signature Weapon, and can never be disarmed of it.
Combat Mastery[edit]
You compensate the loss of natural power through sheer training, and slowly learn how to tap into your blade's abilities for a short period of time... at the exchange of your life.
Starting at 7th level, when you take the Attack Action and attack with your Signature Weapon, you can perform one additional attack. You can also spend any amount of hit-dice, up to half your Proficiency Bonus, when you take the Attack Action with your Signature Weapon, performing one additional attack per hit die spent. Alternatively, you can choose to spend the hit die when you move, gaining 15ft of additional walking speed for every hit die spent. The additional attacks, and additional speed, only last until the end of your turn.
Lastly, if you miss an Undead or Construct with your Signature Weapon, you may immediately make another attack against the same creature as a Bonus Action or Reaction, but only with your Signature Weapon.
Unbreakable[edit]
They only see you fighting against the monstrosities whose race you share, but the true fight happens within yourself... against the very powers that gave you a fighting chance in the first place. Your body, torn apart over and over again, has adapted to this chaotic energy crackling within you, giving you another tool to use.
Starting at 10th level you gain resistance to all non-magical damage, excluding damage you deal to yourself through class and racial features, and through feats. Your Hitpoints increase by 20, then by 2 for every subsequent level, you may use Dexterity, instead of Strength, to determine your jump distances, and you double all of your jump distances. Additionally, you only need to spend half as much time during a short or long rest to get its benefits.
"Holy" Edge[edit]
You refined your undesired power to enhanced your weapon in a myriad of ways, and it has now fully matured.
Starting at 15th level, your Signature Weapon deals one additional damage dice, and you regain Hitpoints equal to your proficiency bonus whenever you reduce a Construct or Undead to 0 Hitpoints. If any of these Hitpoints exceed your Maximum Hitpoints, they are instead converted to Temporary Hitpoints. As long you are wielding your Signature Weapon, you can have as many Temporary Hitpoints at once as 5 times your proficiency bonus, from any source.
Additionally, your Signature Weapon gains sentience, shares the same alignment as you. It understands the same languages as you, has blindsight of 60ft and can communicate with anything telephatically within this radius, though does not grant the target the ability to communicate back telepathically if they already don't have it. Due to your affinity with your Signature Weapon it can always communicate with you and vice-versa, as long both of you are in the same plane of existence, and it can use it's connection to you to instantly teleport back to your hand, regardless of distance, as long both of you are in the same plane of existence.
Finally, your Signature Weapon no longer treats immunities from Constructs and Undeads as resistances, ignoring those instead. It still treats absorption as resistance.
Obliterate[edit]
The cursed power within your veins can no longer be directed to your satured weapon, and it cannot transform you into the monstrosities you fight anymore... so you learned how to expel all of it into a single burst of raw, destructive power.
Starting at 18th level, as an action you can spend any amount of hit die available to make one attack with your Signature Weapon. On hit, you deal the weapon's normal damage + 2d6 force damage for every hit die spent. A critical hit multiples the additional damage die, and maximizes all the damage if the target is a Construct or Undead.A creature brought to 0 Hitpoints by this feature is instantly obliterated from existence along with all of its equipment, and northing short of Divien Intervention or a Wish spell can ressurect it.
You can perform this a number of times equal to half your proficiency bonus, and must finish a long rest before doing so again. If this feature obliterates a Construct or Undead creature, you regain half the hit dice spent, rounded down (minimum of 1).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Vampire, Seraph class, you must meet these prerequisites: 13+ Dexterity, 13+ Charisma.
Proficiencies. When you multiclass into the Vampire, Seraph class, you gain the following proficiencies: Light Armor, Simple Weapons.
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