Vampire Knight (5e Class)
From D&D Wiki
Vampire Knight[edit]
Vampire knights are humanoid warriors who faithfully serve a master vampire, serving as an agent of its will and a loyal guardian, but without undergoing the undead transformation and becoming a vampire spawn.
As such, they retain their autonomy while still gaining powers from its immortal master, in exchange for this service. The powers are giving to the humanoid trough the Ritual of Binding, a painful ritual were part of the vampire master's blood is infused on the knight, giving it some of the vampire powers (and weaknesses), and bestowing them with the ability to use blood magic.
Creating a Vampire Knight[edit]
As you are creating a vampire knight, think on why your character decided to serve a vampire. Why did you decide to embrace the power of darkness? Why did you decide to affiliate yourself with your master's bloodline? Was it for devotion, power, or for another secret reason? Is your master benevolent or cruel? Why would your character decide to become part of an adventuring group? Do you only serve your master's purposes, or he just gave powers in exchange for your loyalty when he have to face some powerful enemy? Are your vampire master still alive, or he was destroyed, letting you free to do whatever you want with the powers bestowed upon you?
Quick Build You can make a vampire knight lancer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Charisma then Constitution. Second, choose the Noble background (Noble bloodline), the Hermit background (Monstrous bloodline) or the Criminal(Stalker bloodline). Third, choose the chainmail, a martial weapon and a shield, the light crossbow and 20 bolts, and the dungeoneer's pack.
Class Features
As a True Vampire you gain the following class features.
- Hit Points
Hit Dice: 1d12 per True Vampire level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per True Vampire level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Magical Limit |
---|---|---|---|
1st | +2 | Ritual of Binding, Vampire Bloodline | 1st-level |
2nd | +2 | Blood Magic, Fighting Style | 1st-level |
3rd | +2 | Vampire Bloodline Feature | 1st-level |
4th | +2 | Ability Score Improvement | 1st-level |
5th | +3 | Extra Attack | 2nd-level |
6th | +3 | Blood Surge, Brutal Strikes | 2nd-level |
7th | +3 | Vampire Bloodline Features | 2nd-level |
8th | +3 | Ability Score Improvement | 2nd-level |
9th | +4 | Smell of Blood | 3rd-level |
10th | +4 | Crimson Blessing | 3rd-level |
11th | +4 | Vampire Bloodline Feature | 3rd-level |
12th | +4 | Ability Score Improvement | 3rd-level |
13th | +5 | — | 4th-level |
14th | +5 | Undead Nature | 4th-level |
15th | +5 | Vampire Bloodline Feature | 4th-level |
16th | +5 | Ability Score Improvement | 4th-level |
17th | +6 | — | 5th-level |
18th | +6 | Curse of Immortality | 5th-level |
19th | +6 | Ability Score Improvement | 5th-level |
20th | +6 | Vampiric Ascension | 5th-level |
Ritual of Binding[edit]
Starting at 1st level, you pass trough a ritual were your blood and the blood of your master are linked, which grants you the powers of a vampire, and some of its weaknesses. You gain the following traits:
- Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you are already capable of seeing in darkness, your darkvision increases in 30 feet.
- Darkness Children
You develop vulnerability to radiant damage and become resistant to necrotic damage.
- Predator Senses
Your senses become enhanced like those of a beast. You gain advantage on your Wisdom (Perception) checks that rely on sound or smell.
- Natural Weapons
Your unarmed strikes are more lethal than regular strikes. You deal damage equal to your Charisma modifier with them, instead of the normal damage. In addition, you can choose to deal bludgeoning, piercing or slashing damage with them.
Vampire Bloodline[edit]
When you undergo the process of binding, you also are chosen to represent one bloodline, manifesting their powers and some of their weaknesses.
You can choose between the Noble Bloodline, the Monstrous Bloodline, the Stalker Bloodline or the Demonic Bloodline. Your bloodline of choice grants you features at 1st level, and again at 3rd, 7th, 11th, and 15th.
Blood Magic[edit]
Starting at 2nd level, you can draw magic powers from your vampire master's blood, using this gift to channel the powers of darkness trough the use of vitality.
- Blood Cost
You can use your blood as an internal reservoir of energy that can be devoted to the spells you know. This energy is represented by your hit points. The number of hit points you have can’t go below 0 or over your maximum.
Whenever you spend a hit point to cast a spell, you can't regain that hit point until you finish a long rest. In addition, nothing can reduce the amount of hit points used to cast the spell.
Each spell cost an amount of hit points, depending on its level, as shown in the Blood Cost table bellow:
Though you have access to the power of the vampiric blood coursing through your veins, it takes training and practice to channel that energy. There is a limit on the number of hit points you can spend to cast a spell. The limit is based on your vampire lord level, as shown in the Magic Limit column of the vampire knight table. For example, as a 3rd-level vampire knight,you can't cast spells higher than 1st-level spells, no matter how many spell points you have.
The Vampire Knight table shows how many spell slots you have to cast your spells. To cast one of your vampire knight 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 knight spells that are available for you to cast, choosing from the vampire knight spell list. When you do so, choose a number of vampire knight spells equal to your Charisma modifier + half your vampire knight level, rounded down (minimum of one spell). The spells must be of a level for which you have access to trough your magical limit. You can change your list of prepared spells when you finish a long rest.
Each bloodline grants you specific spells that you can use, as shown on each archetype description.
Charisma is your spellscasting ability for your vampire lord spells. You use your Charisma modifier when setting the saving throw DC for a spell or when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your vampire knight spells.
You can choose to spend 1 additional hit point to cast the spell without needing the material components. Fighting Style[edit]At 2nd level, you adopt a 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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You learn two cantrips of your choice from the warlock spell list. They count as master of the arcane sword spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list. Extra Attack[edit]At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Brutal Strikes[edit]At 6th level, you can spend up to 3 hit points to cause your natural strikes to become magical, gaining a bonus to attacks and damage rolls equal to the amount of hit points spent for 1 minute. Blood Surge[edit]Starting at 6th level, you can use the power of your blood to enhance your physical and mental faculties for a short period. Until the end of this turn, you can take the Dash, Disengage or Dodge actions as a bonus action, and you deal additional damage with your melee attacks equal to your Charisma modifier. At 9th level, you also add your Charisma modifier to your attack rolls while in bloodline surge, your movement speed increases in 20 feet, and you can climb at the same speed as you can walk. You can use your Blood Surge a number of times equal to your Charisma modifier, and you regain your uses after finishing a short or a long rest. Smell of Blood[edit]Starting at 9th level, you have advantage on Wisdom (Survival) checks to track any creature that is at less than its maximum amount of hit points. In addition, creatures with half its maximum amount of hit points or lower don't gain benefits for being hidden, invisible or unseen by you, and you are able to detect their position while they are within 60 feet of you. Crimson Blessing[edit]At 10th level, your body gains the strength and vitality from your vampiric master. You gain proficiency in the Dexterity, Wisdom and Charisma saving throws. In addition, whenever you make a Strength, Dexterity or Charisma check with a skill you aren't proficient with, you can add half your proficiency bonus to that check. Undead Nature[edit]Starting at 14th level, you start to share some aspects of the vampiric metabolism. You gain advantage on saving throws against the poisoned condition and gain resistance to poison damage. In addition, you no longer need to sleep, eat, drink or breathe, and you only age 1 year for each 10 passed years. Curse of Immortality[edit]At 18th level, you no longer die due to long age, and can't be magically aged. In addition, when you are reduced to 0 hit points, you can spend one hit die to be reduced to 1 hit point instead. Vampiric Ascension[edit]Starting at 20th level, once in each of your turns when you use your blood magic, you can spend additional hit points up to your proficiency bonus to increase the Save DC of the spell or to gain a bonus on your spell attack roll. In addition, whenever you cast a spell, you gain a number of temporary hit points equal to the number of hit points you have spent to cast the spell. Finally, you no longer have to spend hit points to cast any spell targeting yourself of 2nd-level or lower. You can't have more than one spell active at the same time. Bloodlines[edit]Noble Bloodline[edit]
Vampires knights bind to the noble bloodline are refined creatures, sometimes posing as recluse aristocrats, living inside their properties out of disdain from the common folk, instead of fleeing from the face of the sun or from torches and pitchforks. These vampires knights use their charm and prestige to influence the events of the world trough deception and manipulation as agents of their vampire masters, instead of resorting to brutality, but also being brutal when is needed.
Starting at 1st level, you gain the royal bloodline of your prominent patrons. You have advantage on Charisma checks to interact with members of nobility and on Charisma (Intimidation) checks against members of a lower class. You also have advantage on Intelligence (History) checks to recall information about the history of noble houses and families. In addition, you have disadvantage on all your Charisma (Persuasion) checks against any creature without a nobility title or a wealthy upbringing.
At 1st level, you can use your presence to amaze any creature who looks at you. As a bonus action on your turn, you can give yourself advantage on any Charisma check you make until the end of your turn. In addition, you can spend a number of hit points equal to your proficiency bonus to cause all creatures of your choice within 30 feet to be charmed by you for 1 minute, or until any harmful action have been take against them. The creature can try to make the saving throw at the end of each of its turns to end the effect. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a short or a long rest.
Starting at 2nd level, you gain access to new spells based on your bloodline, as shown on the list bellow.
Starting at 3rd level, you gain the ability to command the actions of a creature you can see within 60 feet that can see you. You can forgo one of your attacks as part of your Attack action to control the actions of a single creature within range. The creature must succeed on a Wisdom saving throw against your blood magic save DC or must use its reaction to make a single attack roll against a target of your choice.
At 7th level, your voice is at same time soothing and firm, evoking authority and confidence in all creatures. You add half your proficiency bonus in all Charisma checks you make that don't already add your proficiency. In addition, you add twice your proficiency bonus to all checks with any skill you are proficient that uses your Charisma modifier.
At 11th level, whenever you use your Blood Surge, all creatures within 60 feet of you need to succeed on a saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can make another saving throw at the end of its turns to end this effect. While your blood surge is active, you deal additional damage equal to your proficiency bonus against the frightened target, and score a critical hit on a 19-20. The damage is psychic.
Starting at 15th level, you can fully control one humanoid creature of your choice, for all the eternity. As an action, you can force an humanoid of CR 3 or lower to make a Wisdom saving throw. On a failed save, the humanoid fully submit to you, and obey all your commands, until you release it from bondage. If you use this feature again on another creature, the previous one is automatically released from servitude, without any recollection of the actions it performed under your service.
Once you embrace a creature, you can't do it again until you finish a long rest. If you use the ritual of perpetual servitude, you can't use this feature again as long as the subject of the ritual exists (in humanoid or undead form). Monstrous Bloodline[edit]Your master have his body and soul corrupted by the vampiric curse, becoming a deformed monster, who uses illusions and transmutation to conceal its true nature. As such, you have some control over your shape and over reality.
Starting at 1st level, your appearance becomes hideous to look at. You gain disadvantage on all Charisma (Persuasion) checks against humanoids, and advantage on all Charisma (Intimidation) checks against these types of creatures.
Being a monster have led your master to develop strategies to conceal one's presence. You can use your bonus action to choose one creature you can see within 30 feet of you, to distort its perception of reality. When you do so, that creature have disadvantage on all Wisdom checks it makes until the end of your next turn. In addition, if you spend a number of hit points equal to your proficiency bonus while using this feature, you and any number of creatures within 30 feet of you are considered invisible to that creature for 1 minute, or until any of the creatures makes an attack roll or cast a spell. You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a short or a long rest.
Starting at 2nd level, you gain access to new spells based on your bloodline, as shown on the list bellow. These spells are always prepared. In addition, whenever you no longer have any of your class restrictions when casting polymorph.
At 3rd level, you can unleash the monstrous self from your bloodline. You can use your bonus action to assume this monstrous form, for 1 minute, granting you the following benefits:
Starting at 7th level, you can use your flight granted by the monstrous transformation even when in the regular form.
At 7th level, whenever you use your Brutal Strikes, the magical bonus lasts for 1 hour. In addition, your unarmed strikes are considered magical for the purposes of overcoming resistance to nonmagical damage.
Starting at 11th level, while you are on your monstrous form, you can suck the blood of your enemies to regain your hit points. Once in each of your turns when you succeed to grapple a creature, you can make an attack with your bite. On a hit, you deal damage equal to 1d4 + your Strength modifier, and regain the same amount of hit points. If you have your maximum amount of hit points, you gain this value in temporary hit points instead.
At 15th level, whenever you use your Blood Surge feature and you miss a creature with a melee weapon attack, you deal damage equal to your Strength modifier. Stalker Bloodline[edit]Lurking at night hunting for blood, the stalker bloodline is the bloodline of the hunters, the keepers of the more ancient of the vampire trait: the lust for the fresh blood drained during a hunt. They are almost like animals, stalking quietly their prey, then dashing towards the victim just to cause it to run in fear, run from an enemy that can't be stopped.
At 1st level, you gain proficiency in any Wisdom (Survival) checks made to track humanoids, and in any Intelligence checks to recall information about them.
At 1st level, when you hit a creature with a melee attack, you can use your bonus action to bite that creature. That creature must succeed on a Strength saving throw or take 1d4 necrotic damage. You regain the same amount of hit points as the amount of damage caused. In addition, if the creature have size large or lower, its speed is reduced to 0 and the creature can't take reactions. You can spend a number of hit points equal to your proficiency bonus to cause this embrace to last for 1 minute. The creature can make a Strength saving throw in each of its turns to end this effect. As normal, you can't regain hit points spent with this feature or with blood magic. You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a short or a long rest.
Starting at 2nd level, you gain access to new spells based on your bloodline, as shown on the list bellow. These spells are always prepared.
At 3rd level, whenever you cast a spell of 1st level or higher, your body becomes infused with this energy. Until your next rest, or until you cast a spell again, once in each of your turns you deal additional damage equal to 1d4 on a hit with a melee weapon attack. This damage increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level. The damage type is necrotic.
At 7th level, you can temporarily assume the shape of a cloud of mist, at the start of your turn, without taking an action. While in this form you gain flying speed equal to your movement speed, resistance to nonmagical damage and advantage on Strength, Dexterity and Constitution saving throws. You can pass trough small holes, narrow openings and treat liquids are solid surfaces. You can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. you can’t attack or cast spells. You remain in this form until the end of your next turn, and can use this feature a number of times equal to your proficiency bonus. You regain your uses after finishing a short or a long rest.
At 11th level, whenever you use your Blood Surge, you roll your Dreadful Strikes die twice, instead of once. In addition, if the target is a humanoid, its movement speed is reduced to half.
At 15th level, whenever you hit a creature with an melee weapon attack while benefiting from your Dreadful Strikes, you impose the stunned condition to that creature as a bonus action. That creature remains stunned until it succeeds on a Constitution saving throw, which it can makes on the end of each of its turns. On a success, this effect ends. In addition, you can spend a number of hit points equal to your proficiency bonus to drain that creature, if you remain within 5 feet of it. When you do so, you cause 2d6 necrotic damage in each of your turns, as a bonus action, and regain the same amount of hit points, each time the creature fails the saving throw. This feature spend one use of your energy draining. Demonic Bloodline[edit]Vampires tied to the demonic bloodline can trace the story of their magical bloodline to the depths of the abyss. Some say that this bloodline was created when the first vampire was taken as an apprentice of a succubus, learning from she its magical powers. Others say that this bloodline was created by the demon prince Orcus, cursing the humanity with the vampirism. Either way, vampire knights tied to this bloodline use the power of dark magic, using the demonic powers of their masters to corrupt mortal souls and lead the material plane to damnation.
Starting at 1st level, you constantly exhale a profane aura, which seduces or repeals creatures, depend on their nature. You have disadvantage on all Charisma checks against celestials, fey and good aligned humanoids. You also have advantage on Charisma checks made against evil aligned humanoids. In addition, you gain proficiency in Deception and Persuasion.
Starting at 1st level, you can burn a creature with the flames of hell. As a bonus action, choose a creature within 30 feet. That creature takes 1d4 fire damage, and needs to succeed on a Dexterity saving throw to avoid taking additional 1d4 fire damage on the start of its turn. In addition, until the end of your next turn, any fire damage you cause to that creature ignores resistance and immunity to fire. In addition, you can spend a number of hit points equal to your proficiency bonus to expand the duration of this hellfire for 1 minute. A success from that creature stops the 1d4 fire damage, but not the ability to bypasses the resistances and immunities. You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a short or a long rest.
Starting at 2nd level, you gain access to new spells based on your bloodline, as shown on the list below. These spells are always prepared. In addition, you have a certain level of authority over demons. When you summon demons using the spells given by this feature, you can spend additional hit points equal to 2 per creature's CR to cause the demon friendly towards you and your allies, and to obey your commands for the duration of the spell.
Starting at 3rd level, you can feed from the souls of your enemies. Whenever you cast a Demonic Bloodline spell or reduce a creature to 0 hit points, you gain a number of temporary hit points equal to your Charisma modifier + your vampire knight level.
At 3rd level, the profane blood of demons start to awaken certain demonic properties. You gain resistance to fire and you can see through darkness, magical or otherwise, up to 120 feet.
At 7th level, when you use your Blood Surge, you also gain flying speed of 60 feet until the end of your next turn, and all creatures within 10 feet of you take fire damage equal to your Charisma modifier. In addition, whenever you deal fire damage and roll a 1 or a 2, you can reroll the damage.
Starting at 11th level, once in each of your turns when you hit a creature with a melee weapon attack, you deal additional damage equal to 2d6. The damage is fire.
Starting at 15th level, you can fully take control over a creatures body. As an action, you can banish your physical body to a void inside the abyss, while your soul remains on the material plane. When you do this, you become ethereal, and must choose a creature within 60 feet to possess. The creature needs to succeed on a Charisma saving throw, or be possessed. This works as the Magic Jar spell, but when the possession ends or if it fails, you reaper on a empty place within 5 feet of the creature you tried to possess at the start of your next turn. Once you use this feature, you can't do it again until you finish a long rest. Vampire Knight Spell List[edit]
animal friendship, bane, cause fear, charm person, command, expeditious retreat, false life, feather fall, fog cloud, jump, longstrider, speak with animals, absorb elements, zephyr strike
barkskin, beast sense, blur, enhance ability, misty step, pass without trace, spider climb
conjure animals¹, fear, feign death, gaseous form, haste, vampiric touch
charm monster, dominate beast, freedom of movement, polymorph²
dominate person, modify memory, skill empowerment, steel wind strike 1. When you cast conjure animals, you can only summon insects, bats, wolfs and rats. 2.When you cast polymorph, you can only cast on yourself, and only assume the shapes of wolfs or bats. 3.When you cast stoneskin, you don't need to offer the material component of the spell. Multiclassing[edit]Prerequisites. To qualify for multiclassing into the vampire knight class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma. Proficiencies. When you multiclass into the vampire knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons. Back to Main Page → 5e Homebrew → Classes |