Vampire (5e Class)
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Vampires are blood-sucking creatures of the night who are usually created by a master vampire, Deity, ritual, or sometimes by freak accident. Adventuring vampires are usually those who have been created independent of a master vampire, or have escaped the control of their master vampire. Their body now powered mostly by energy from one of the corruptive planes, vampires are almost always corrupted husks of their former selves.
Now being a creature born of evil magic and with a new found survival need, they become dangerous predators. Vampires vary widely in behavior and temperament, but are always ruthless. That is either out of preference or simple survival need. Once turned, a vampires respiratory system ceases to function, they have no need to breath in order to survive. Instead they consume the blood of living creatures to attain the energy they need to sustain their bodies.
A vampire who fails to feed regularly begins to tire and dry out. It is almost as if they are being slowly petrified as the corrupting magic within them drains away their strength. A vampire never casts a shadow or reflection, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. The change is caused by a curse, a necromantic abomination of magic, slowly shutting down the victims organs until their death. The curse can be removed like any other but must be done before it causes death.
Once killed by the curse, you wake with a start the next night, ravenous for blood, and gain just enough Exp to increase your level, which must be invested into the Vampire class. Once you have the first level, you may choose to continue leveling your character as normal, or you can level your vampire class, improving your vampiric abilities. If your Gm allows you a way to reverse the death, and the changes made to your body by the curse, you lose all vampire levels, and lower you character level by however many vampire levels you had.
As a Vampire you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger and Leather Armor or (b) Scale Mail
- (a) One Martial Weapon or (b) Two Simple Weapons
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- a belt pouch containing 20 gold
|1st||+2||Vampiric Nature, Vampire Archetype, Unarmed Strikes|
|2nd||+2||Misty Escape, Legendary Resistance|
|3rd||+2||Spider Climb, Bite|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Vampire Archetype Feature, Bite Improvement|
|10th||+4||Legendary Resistance Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Vampire Archetype Feature, Bite Improvement|
|14th||+5||Children of the Night|
|16th||+5||Ability Score Improvement|
|17th||+6||Vampire Archetype Feature, Bite Improvement|
|18th||+6||Legendary Resistance Improvement|
|19th||+6||Ability Score Improvement|
- Vampire Weaknesses
You have the following flaws:
Forbiddance. You can't enter a residence without an invitation from one of the occupants.
Blood Drinking. You can only feed yourself by drinking the blood of living or from creatures dead within the last minute. A willing creature can lose 5 hit points or 1 hit die to give you enough sustenance for a day.
Resting Place. You are bound to your coffin, crypt, or grave site, where you must rest by day. If you didn't receive a formal burial, you must lie beneath a foot of earth at the place of your transition to undeath. You can move its place of burial by transporting your coffin or a significant amount of grave dirt to another location. You can set up multiple resting places this way.
Harmed by Running Water. You take 20 points of acid damage if you end your turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are is incapacitated in your resting place, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity. You take 20 points of radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Vampiric Powers
Senses. You can see through dim light or darkness up to a range of 120 feet.
Resistances. You are resistant to necrotic damage.
Undead Nature. You don't require air.
At 1st level, you can choose one archetype of vampire, that indicates a role you occupied on your previous life or the present will in your cursed blood. You can choose between the Warrior, the Spellcaster or the Astral. Your choice grant you features at 1st level, and again at 9th, 13th and 17th level.
Starting at 1st level, you roll a d4, instead of the normal damage for unarmed strikes. This damage increases to a d6 at 5th level and finally to a d8 at 11th level.
In addition, you can always add your proficiency bonus to your grappling contests, regardless of having or not proficiency in the Athletics skill.
At 2nd level, when you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water. If you can't transform, you are destroyed.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage it takes from sunlight.
While you have 0 hit points in mist form, you can't revert to your vampire form. You lose control of your actions and the mist attempts to fly back to your resting place. If the way is blocked (for example by solid rock, water or sunlight) it cowers in the shadows until the way is clear. It may take several days. Once you are in a resting place, you revert to to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regains 1 hit point.
Starting at 2nd level, if you fail a saving throw, you can choose to succeed instead.you can do this only once per long rest. You can use this feature twice at 10th level and three times at 18th level.
Starting at 3rd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
At 3rd level, you can bite one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Make a unarmed strike, rolling a d6 instead of the normal die for unarmed strike, and dealing piercing damage on a hit.
In addition, you can choose to spend one hit die to deal additional damage equal to 1d6 necrotic. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. This additional necrotic damage increases to 2d6 at 11th level, and 3d6 at 17th level.
Starting at 18th level, when a humanoid is slain in this way and then buried in the ground, it rises in the following night as a vampire spawn under your control. You can have only one vampire spawn controlled in that manner, and trying to control another one end the effect on the previous one.
Starting at 5th level, you can make two unarmed strikes, only one of which can be a bite attack, when you take the attack action on your turn.
Starting at 6th level, you can target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, 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 the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or the 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 24 hours or until the you are destroyed, on a different plane of existence than the target, or takes a bonus action to end the effect.
Starting at 7th level, if you aren't in sunlight or running water, you can use an action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can't speak, its walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing it is carrying does. You revert to your true form if you die.
While in misty form, you have the traits described in the "misty escape" feature.
At 11th level, on your turn, you can gain a number of legendary actions equal to half your proficiency bonus (rounded down). Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turns.
Move. You can move up to your speed without provoking opportunity attacks.
Unarmed Strike. You make one unarmed strike.
Bite.(Costs 2 Actions). You make one bite attack.
Children of the Night
Starting at 14th level, you can magically call 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the you can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until the you dismisses them as a bonus action.
Starting at 15th level, you become resistant to slashing, piercing and bludgeoning damage from nonmagical attacks.
At 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and isn't 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. Additionally, as a reaction or minor action, you can reattach a loosed extremity to your body, as if blood stitched them together
- Bonus Proficiencies
Starting at 1st level, you gain proficiency in the Arcana skill.
You have a natural talent for magic, being able to draw from your cursed blood.
- Spellcasting Ability
- The vampire's spellcasting ability is Charisma if in your past life you were a Charisma or Wisdom-based spellcaster, or Intelligence if in your past life you were an intelligence-based spellcaster.
- Cantrips (0-Level Spells)
- At 1st level, depending on your past, select a class from Wizard, Sorcerer or Bard, you know two cantrips of your choice from the spell list of the chosen class.
- When you gain a level in this class, you can replace one of the vampire cantrips you know with another cantrip from the vampire spell list.
- Preparing and Casting Spells
- The Spellcaster table shows how many spell slots you have to cast your vampire spells. To cast one of your vampire spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of vampire spells that are available for you to cast, choosing from the vampire spell list. When you do so, choose a number of vampire spells equal to your Spellcasting modifier + half your vampire level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
- For example, if you are a 5th-level vampire , you have four 1st-level and two 2nd-level spell slots. With an Spellcasting ability of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of vampire spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
- Spell save DC = 8 + your proficiency bonus + your Spellcasting modifier
- Spell attack modifier = your proficiency bonus + your Spellcasting modifier
Starting at 9th level, you may take the magic from the curse in your blood. As a bonus action, your own blood gets from your body, and can be used as a spellcasting focus. Additionally, if this quantity of blood is large enough, you may use it instead of your own spellslots. you can take 4d4 of damage per level of the spell casted.
- Bonus Proficiencies
You gain proficiency with martial weapons, medium and heavy armors and shields.
At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Starting at 5th level, you can make two strikes with a weapon or unarmed, in which only one can be a bite, when you take the attack action on your turn. This feature lets you make three strikes at 9th level, and four at 17th level.
Vampire Astral Will
Manifestation of the Will
You can call out or recall a manifestation of your will as a bonus action. When you call out your Will, it occupies the same space as your character, and will follow you of its own accord unless you tell it otherwise. Your "Will" has the same size category,movement speed and stats as you. You can telepathically order your Will to move as a bonus action, but cannot move more than 10 ft away from you, and ordering your Will to interact with its surroundings (attack, lift something, etc.) you use up your action for that turn. Your Will is immune to spells that buff or debuff a creature (Haste, Longstrider, etc.) and any effects of spells that target your Will affect your character instead. Your will can phase through creatures/objects. Your Will’s movement speed is equal to your own unless otherwise stated, and it can be described in anyway you wish, and is only visible to other "Will" users, like Barbarian Ancestral Guardians, strong magicians, spells like "Detect magic", Psions, or others who have hypersenses. Any damage dealt to your "Will" is dealt to you. A creature that you have your Will interact with must make a wisdom saving throw with a DC equal to your charisma Stat +5. If they fail, Your will remains invisible to them. Otherwise, they become aware of the Wills presence.
At first level, your will may attack on your turn as your actions, and will gain the benefits from "Unarmed Strikes". instead of your strength this attacks will use your charisma modifier+your proficiency for the attack rolls and your charisma modifier for damage roll , and have the usual advantage from an invisible opponent.
At 5th level, your will gains the benefit from "Multiattack", and at 17th level it will be able to make 3 unarmed strikes instead of two.
Will´s time flow
Starting at 9th level, when you are targeted by an attack, thanks to the adrenaline, as a reaction you may stop time as per the spell "time stop", but you only have a movement action and a bonus action. If someone stops you in time as well, you may use your reaction to take a movement action and a bonus action before being stopped in time again. If someone alters your flow of time, you may spend as well one reaction to recover the normal flow of time. You may use this feature a quantity of times equal to your charisma modifier, and you recover all your expended usages after a short or long rest.
Heavy Will bending
At 13th level, once per round, the weight of your will may bend space and time, slipping you timeless for a bit of time; as a bonus action, you may stop time as per the "time stop" spell, but you only will have one round in the stopped time. You may use this feature a quantity of times equal to your charisma modifier, and you recover all your expended usages after a short or long rest.
Timeless cursed will
At 17th level you may use the "time stop" spell, and you must take a short or long rest before using this feature again.