Vampire Assassin (5e Subclass)
Vampire Assassin[edit]
Fighter Archetype
For some vampires, the vampirism is not a curse, or a burden they must to carry. It is a blessing in the blood, that grants them might, agility and senses. That gives them immortality, and overall superiority over their mortal peers. Which puts them at the top of the food chain, as the perfect predator, inescapable, indestructible. These are vampire assassins, monsters who revel in their own bloodlust, that hunt and kill mortals without a hint of guilt or humanity. They embrace their predatory instincts, allowing them to grow more powerful as they are controlled by them.
Restriction: Vampire Only
Only Vampires can become Vampire Assassins, since this represents a vampire surrendering himself to his predatory instincts. However, the features are designed in such way to allow members of other races to use the features shown below. Your DM can lift this description to fit your campaign.
Look at the Vampire race on the wiki, or the Vampire races presented at the Planeshift Ixalan (pg 13) or Planeshift Zendikar (pg 14).
- One With Shadows
At 3rd level, you gain proficiency in the Stealth skill. If you already have proficiency in it, your proficiency bonus is doubled for any Dexterity (Stealth) check you make.
- Body of a Predator
At 3rd level, your skin becomes strong as steel, and your fingernails grow and become sharp as knives. You gain the following benefits:
- Impenetrable Skin. While you are not wearing armor, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier.
- Bladed Fingers. Your fingernails become as sharp as knives and draw blood from the attacked target if applicable. Your unarmed attacks deal 1d4 slashing damage and count as magical. This damage increases at 5th (d6), 9th (d8), 13th (d10), and 17th (d12) level. In addition you can use your Dexterity modifier, instead of Strength, for attacks and damage rolls for your unarmed strikes.
- Vampiric Regeneration. Whenever you cause damage to a creature with your Bladed Fingers, you can use your bonus action to gain an amount of temporary hit points equal to the damage taken by the target.
- Misty Escape
Starting at 7th level, whenever you use your Second Wind feature, you can choose to become surrounded by a strong mist and teleport to a distance of up to 30 feet in a space you can see.
You can also use this feature as a reaction, whenever you are reduced to 0 hit points. This feature is used right before you become unconscious.
- Rending Claws
At 7th level, your claws are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
- Resilience
At 10th level, you lose sunlight sensitivity, hypersensitivity or vulnerability, if you currently have it.
- Taste of immortality
A powerful enough vampire can even survive having their head split in two. Also at 10th level, when you are reduced to 0 hit points, you can be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest, unless you spend 1 use of your Indomitable feature to do so again.
- Vampiric Eyes
At 15th level, you gain the eyes of a predator. You gain the following benefits:
- Death Gaze. As an action, you can focus on an area in front of you. Every creature in a 60-foot cone of you must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier).
- On a failure, the target take 2d8 necrotic damage and their movement speed is halved for 1 minute. The target can make another saving throw at the end of each of its turns to end the effect. On a success, the target take half damage and its movement speed is not reduced.
You can use this feature a number of times equal to your Charisma modifier. You regain the uses of this feature after finishing a long rest.
- Vampiric Seduction
At 18th level, you can use your action to cast dominate person once, without spending a spell slot. Charisma is your spellcasting ability for this spell.
Once you do so, you can't use it again, until you finish a short or a long rest.
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