Vampire Bloodblade (5e Subclass)

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Vampire Bloodblade[edit]

Rogue Subclass

Vampire Example

At the third level you awaken to a vampiric nature, You now crave blood and must hide from Sunlight. Sticking to the Shadows, you linger as a shell of your past self.

Normal foods no longer have the same effects, You can only be saited with blood. You may still eat as per normal, but it doesn't quite have the same taste.

As a Vampire you'll wish to hide in the shadows as much as possible, try and build some allies and hide them away.


Vampire by Nature[edit]

At 3rd level, You may drink blood without contracting poison or disease.

  • You have a form of Darkvision allowing you to see up to 60 feet in complete darkness however you may discern colors
  • You may track via even the faintest scent of blood, this will be included into your Survival rolls. Gain advantage on survival/perception rolls against tracking targets who are bleeding/bloodied.
  • Your type now is undead, and as such, you no longer need to breathe or eat or drink water. You also don't sleep, although you still require rest to reduce exhaustion and to recharge features or using hit die. You may only eat rare or raw meat and drink blood to sustain yourself.
  • While you are not wearing armor, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier. Your movement speed whilst unarmored is increased by 10 feet.
  • Your primary weakness is Sunlight and Holy magic. For that reason, you are vulnerable to radiant damage. You have disadvantage on all skill checks related to Wisdom whilst being in direct sunlight,
  • If entering a chapel or holy establishment during the day you will suffer 2d4 radiant damage upon entering. If entered at night, you take 1d4 radiant damage upon entering. What is considered a holy establishment is determined by the DM.
  • You may not enter a home owned by a person or creature without permission. Failing to acquire permission will cause you to suffer 1d4 radiant damage upon entrance and 1d2 radiant damage at the start of each turn you remain on that place.
  • Should a sacred symbol of a good aligned or righteous god be placed upon bare skin you will suffer 1d4 radiant damage, you may if unrestrained roll a Dexterity saving throw to move away.

Vampiric Bite[edit]

Consume your Action and bite into a target dealing 1d8 + Dexterity modifier.

You may only use this on a living being, successfully drinking in this way you will fill your quota of feeding.

The damage of Vampiric Bite raises at 5th, 8th, 14th, 20th level (1d12 2d8 2d12 3d10)

Should a creature be killed by your Vampiric Bite you may cast animate dead on that creature as a Bonus Action, You may only use this feature three times per long rest.

If either of these creatures is exposed by Direct Sunlight or Radiant damage, they instantly combust into ash.


Bladed Fingers[edit]

  • Your unarmed strikes deal 1d4 slashing damage, instead of the normal bludgeoning damage for unarmed strikes, and are considered magical for the purposes of overcoming resistance to non magical attacks and damage. This damage increases as you gain levels in this class,

You may still choose to strike for bludgeoning damage however the strike will not be magical. The damage of Bladed Fingers raises at 5th, 8th, 14th, 20th level (1d6 2d4 2d6 2d8)

  • You can use your Dexterity modifier, instead of your Strength, for attack and damage rolls made with your Unarmed Strikes.
  • Whenever you hit a creature that has blood that is non corrosive with your bladed fingers, you can drain the creatures blood using your bonus action. Doing so will fulfill your daily need for blood, and allow you to gain a number of hit points equal to half of the damage dealt. If over-healed will convert the excess health into a temporary hit points up to half of your maximum total This health is stored until a short or long rest.


Bat Wings[edit]

At 9th level you have grown two bat wings, that can be hidden at will, These can only be used to glide or hover a maximum of 10 feet, You can prevent fall damage and gain advantage on jumping to higher footholds.


Taste of Immortality[edit]

At 13th level if an attack would have knocked you unconscious or killed you, instead will drop you to one hit point.

Regain use of this feature at the end of a long rest.


Slip into Shadow[edit]

At 17th level, Upon striking a natural 20, Slip into Shadows as through casting Invisibility. In this state you can move a total of 15 feet, Attacking breaks this effect immediately.



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