Vampire
Building
This theme fits a variety of builds and mostly lends the undead flavor.
- Class Prerequisites
None. Even divine classes are not exempt from having a vampire among their ranks.
- Race Prerequisites
Living humanoid race. The curse of vampirism affects many, of all races and professions. While some are affected more seriously, losing their previous talents, others maintain control, gaining different abilities.
Associated Skill: Streetwise, Stealth
Starting Feature
You are no longer among the living truly. An essence of undeath has entered you through vampirism and instilled itself in you.
- Benefit
You gain the undead keyword and are considered to be an undead. In addition, you are considered to be a vampire for the purpose of effects that relate to vampires. You also gain the blood drinker utility power below.
Additional Features
Level 5 Feature
The vampiric abilities in your body increase, allowing you to see even in darkness. Additionally, you become discerning towards other undead with a keenness that you did not possess before.
- Benefit
You gain darkvision. You gain a +2 bonus to Intimidate checks and a +2 bonus to religion checks made to identify the undead.
Level 10 Feature
Darkness becomes your very ally now. Like a true lord of the night, you can now attack with greater fury when comfortably enshrouded by inky blackness.
- Benefit
While in total darkness, you gain a +1 bonus to attack rolls.
Optional Powers
Blood Drinker
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Vampire Utility 2
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You hit your opponent with your weapon, spilling their blood. Seeing an advantage, you lunge in and bite them quickly, draining a small amount of blood and healing yourself.
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Encounter Shadow, Healing, Necrotic
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Free Action
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Melee 1
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Trigger: You bloody an enemy with a melee attack
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Target: One creature
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Effect: The target takes 1d4 + highest ability score modifier necrotic damage and you may spend a healing surge.
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Intimidating Glare
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Vampire Utility 2
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With your undead eyes full of bloodlust, you shoot fear into your enemy with a single look, preventing their attack.
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Encounter Shadow, Charm
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Minor Action
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Close blast 3
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Target: One creature you can see within blast
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Effect: The target is affected by your intimidating gaze (save ends). While affected by your intimidating gaze, the target cannot attack you unless it is marked by you.
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Shadow Leap
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Vampire Utility 6
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Enrobing yourself in darkness, you channel its power to jump from one shadow to another safely.
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Daily Shadow, Teleportation
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Move Action
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Personal
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Prerequisite: You must be in darkness
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Effect: You teleport to another square in darkness within 10 squares of you. You gain concealment until the start of your next turn.
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Bat Form
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Vampire Utility 10
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You transform into a small bat to escape the notice of your enemies.
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Daily Shadow, Polymorph
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Standard Action
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Personal
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Effect: You assume the form of a Tiny bat until the end of your next turn. While in this form, you cannot attack, but you have a speed of 2, a fly speed of 6 and an overland flight speed of 10. You can end this form with a minor action. If you are flying when this form ends, you descend without taking falling damage. Observers can tell you are a supernatural bat (but not that you are truly a vampire) with an Insight check equal to 15 + one-half your level.
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Sustain Minor: The form persists until the end of your next turn.
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