Vampire Lord (5e Class)
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Awakened to an endless night, Vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast a shadow or reflections, and any Vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Adventuring Vampire Lords have recently awoken from a long slumber which has left their bodies frail and weakened. The Vampire Lord searches for victims and treasures in order to regain their great Vampiric power and once prominent position in Vampiric society. A Vampire Lord has several Vampires that serve him, able to carry our numerouse missions and tasks for the Vampire Lord or to be used to defend the Vampire Lords domain. Each Vampire also has several Vampire Spawn under their control. (see page 295-298 in the Monster Manual for information on Vampires and Vampire Spawn.) This gives the Vampire Lord a network of allies to help in his exploits. After awakening from their, sometimes century long, slumber; A Vampire Lord will need to travel and adventure in order to raise his fame or infamy to draw the attention of his brood. However, if the Vampire Lord attempts to contact his coven before enough strength is regained , they might attempt to destroy him to gain their freedom. Of course, the threat of rival Vampire Lords is also and ever existing threat.
As a Vampire Lord you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, choose two martial weapons
Tools: Choose any one
Saving Throws: Dexterity, Charisma
Skills: Choose any two
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) two daggers
- Studded leather armor
- (a) Explorer's Pack or (b) Dungeoneer's Pack
|1st||+2||Vampiric Nature,Blood Magic, Vampire Bloodline|
|2nd||+2||Children of the Night, Disciplines of Darkness|
|3rd||+2||Vampire Bloodline Feature|
|4th||+2||Ability Score Improvement|
|6th||+3||Vampire Bloodline Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Vampire Bloodline Feature|
|11th||+4||Atavic Secret, Shapeshifter|
|12th||+4||Ability Score Improvement|
|14th||+5||Vampire Bloodline Feature|
|15th||+5||Atavic Secret, Vampire Spawn|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Vampire Bloodline Feature|
As a vampire, you have a set of powers and weaknesses unique to those of your kind. You gain the following traits:
As an undead creature, you no longer age and can't die from old age. You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
Failing 3 death saving throws put you on a state of torpor, and you take a number of days equal to 20 - your level in this class to return with 1 hit point, if your body still remains intact. If you have been killed by radiant or fire damage, you need to be brought back to unlife trough a wish spell or any magical mean that can create a vampire.
Your blood lust itches in the back of your mind during combat, causing your body to heal more rapidly than usual in an attempt to help you feed. At 1st level, you can use your action and spend one hit die to regain hit points equal to the number rolled. If you take radiant damage, you can't use this feature again until your next rest.
- Vampire Weaknesses
At 1st level, you have the following flaws:
Forbiddance : You can't enter a residence without an invitation from the owner or head of household. This invitation is needed each time you enter. Your free to enter businesses, however living spaces located inside businesses are still private.
Harmed by Running Water : You take 10 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, which happens on a critical hit with such weapon, you're paralyzed until the stake is removed.
Dark Thirst: You must feed on a living creature at least once a week, after seven days without feeding, You gain one level of exhaustion each day, and cannot regain these levels by resting until you have fed. In addition, you can feed on wild animals, but always find their taste repulsive, and must make a DC 17 Constitution saving throw, or suffer as if poisoned until you complete a long rest. You cannot become immune to this affect in any way, but once per hour you can make the check again, on a success you feel better for one hour.
Sunlight Sensitivity: Your regeneration ends while In sunlight and 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. You also have vulnerability to radiant damage and if you end your turn in direct sunlight and lack a protective covering, you take Half your level(rounded up) in radiant damage from the sunlight, and your move speed is halved. If you drop below 1 hit point from this damage, you are instantly killed and reduced to dust. Only a true resurrection or wish spell can revive you.
Additionally, while starving you have disadvantage on attack rolls and ability checks when in sunlight, and suffer 1d10 radiant damage at the start of each round while in the range of a Daylight Spell or natural daylight
- Vampire Bite
As a result of your curse, you grow pointy teeth, which you can use as a natural weapon in combat. When performing a unarmed strike with them, you deal 1d4 piercing damage, instead of the common damage for unarmed attacks. This attack is considered magical, for the purposes of overcoming resistances to nonmagical attacks and damage.
Whenever you deal damage with your vampiric bite, you gain temporary hit points equal to the damage dealt.
Vampires draw their magic powers from their blood, using the curse coursing trough their veins to control powerful hexes. Starting at 1st level, you can use your blood to cast spells.
At 1st level, you know one cantrip of your choice from the wizard spell list. You learn additional vampire lord cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vampire Lord table.
- 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.
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 Power Limit column of the vampire lord table. For example, as a 3rd-level vampire lord , you can cast spells higher than 1st-level spells, no matter how many spell points you have.
You know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the vampire lord table shows when you learn more vampire lord spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the vampire lord spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
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 lord spells.
You finally have awakened the true power of your creator. Starting at 1st level, you can choose a vampire clan to be part of. You gain features related to the chosen clan at 1st level, and again at 6th, 10th, 14th and 20th levels.
Children of the Night
Starting at 2nd level, you have night creatures as servants and allies. You learn the find familiar spell, which you can cast as a ritual, without spending material components. You can choose a limited option of familiar, being able to choose only between the bat and the rat, instead of those presented on the spell. Your familiar is considered a fiend, rather than a fey, and have additional hit points equal to twice your level in this class. You gain more powerful familiars as you gain levels in this class, as shown bellow:
You can use your action or bonus action once in each of your turns to allow your familiar to make one attack, using its reaction. When your familiar makes an attack, it uses your proficiency bonus instead of its own.
Disciplines of Darkness
At 2nd level, you learn how to manifest the power of your cursed blood, with certain abilities called disciplines of darkness. At 1st level, you gain two disciplines of your choice from the disciplines options detailed bellow. When you gain certain levels in this class, you learn more disciplines, as shown on the Disciplines column in the Vampire table. In addition, whenever you gain a level in this class you can choose to replace one discipline you know for another one.
Unless specified in contrary, you can't have two disciplines active at the same time. You can't also concentrate on a spell while keeping a discipline active. Activating a discipline while a spell is active causes the discipline to automatically ends, and vice versa.
You can use your bonus action and spend hit points to empower one of your disciplines of darkness. Doing so will extend the duration of the discipline in one additional turn for each hit point spent. You can spend a maximum of hit points equal to your level in this class.
At 11th level, you can finally draw the true secret powers of your vampiric blood. Choose one 6th-level spell from the wizard spell list.
You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Atavic Secret when you finish a long rest.
At 10th level, you can cast the spell polymorph and alter self once each, without spending a spell slot. You can only assume the following forms when casting polymorph with this feature: bat, rat, giant bat, giant rat, wolf and dire wolf. When casting polymorph using this feature, you retain your mental ability scores, proficiency bonus and any benefits from your class features and racial traits, being able to use them if your new form also can. You can't, however, cast spells.
You regain the uses of this feature after finishing a long rest.
At 18th level, you can create a vampire spawn from a deceased humanoid. You can spend 1 minute infusing a dead humanoid body with your own blood. The humanoid should have died within the last minute. The vampire spawn created has the same statistics presented in the Monster's Manual, but don't have the regeneration trait, the damage resistances or the ability to regain hit points with the bite attack.
The vampire spawn rolls its own initiative and acts on its own turn. On each of your turns, you can use a bonus action to command the vampire spawn. You can either decide what action it should take or issue a general command, like guard a particular site or creature. If you don't issue a command, the vampire spawn acts on its own. The spawn is friendly to you and to your allies.
On each day, your spawn serves you uncontested for 1 hour. After 1 hour, you must use your action to control the the vampire spawn, causing him to become charmed for 1 minute on a failed Wisdom saving throw. Each time you try to control the spawn in that fashion increases the DC in 5. On a success, the vampire spawn becomes immediately hostile to you and will try to attack you.
You can't create another vampire spawn while you still have one created. You can't summon your Children of the Night while your vampire spawn is present.
At 1st level, the curse have changed your appearance to evoke beauty and charm. You gain proficiency in the Persuasion skill. In addition, whenever you roll initiative, choose a humanoid creature that can see you within 30 feet. That creature must succeed on a Wisdom saving throw or is charmed until the end of your next turn.
Your body is monstrous and deformed. You have disadvantage on Charisma (Persuasion) checks made against humanoid, but advantage on any Charisma (Intimidation) checks.
In addition, you gain the ability to conceal your deformity for some moments. You can disguise yourself as if you had the Disguise kit with you at all times, and you gain proficient with the Disguise kit.
Starting at 18th level, you can use your bonus action to assume a hideous form of a bat-like creature. You gain the following benefits:
This transformation lasts for 1 minute, and once you use it, you can't do it again until you finish a long rest
You are the perfect predator. You gain advantage on all your Dexterity (Stealth) checks when you are in dim light or darkness.
In addition, as an action when you are in dim light or darkness and don't move on your turn, you can become invisible. Your invisibility lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest.
Starting at 6th level, whenever you are in an area of dim light or darkness, you can use your bonus action to take the Hide or Dash action. If you take the Dash action, you must end your movement in another area covered in dim light or darkness, or else you only move at normal speed.
You have your body altered by your demonic nature. You gain resistance to fire damage, and learn the cantrip produce flames, that doesn't count against the cantrips you know.
Starting at 10th level, while you are not wearing armor or shield, you gain flying speed equal to your movement speed.
Disciplines of Darkness List
All creatures that can see you within 10 feet must succeed on a Wisdom saving throw, or a forced to use their reactions to move 10 feet away from you. Creatures immune to frightened or charmed conditions are immune to this effect.
As an action, you summon a cloud of bats that float around you, making your a hard target to hit. When a creature attack you, roll a d20 before the attack roll. On a result of 1 to 10, the attack hit the bats instead.
As an action, you can infuse your Children of the Night with your black magic. For 1 minute, it gains the following benefits:
As a bonus action, make an attack with your natural weapons. On a hit, you deal additional 1d6 necrotic damage, and gain a number of temporary hit points equal to the necrotic damage dealt, that last until the start of your next turn. You can use your Charisma modifier, instead of your Dexterity or Strength, to make this attack.
You can summon your Children of the Night as an action on your turn.
As an action, you can cause a supernatural chillness overcome your target. Choose one creature that can see you within 60 feet. The creature must make a Wisdom saving throw, or lose its reaction and have its movement speed reduce to half until the end of your next turn.
As a bonus action, you can grow your nails into claws. You can use this discipline while using another one or while concentrating on spells. As an action, you can make a unarmed strike with them, dealing 1d6 slashing damage, and are considered magical, for the purposes of overcoming resistances and immunities to nonmagical damage. You can use either Dexterity or Strength for the attacks and damage rolls with the claws. Starting at 5th level, you can make a second attack with this claw, as part of your attack action, a third at 11th level and a fourth at 17th level. Your additional attacks don't add your ability modifier to the damage rolls.
Finally, when you use your action to attack with your claws, you can use your bonus action to make one additional attack with them.
You gain a supernatural speed upon learning this discipline. You can use this discipline while using another one or while concentrating on spells. Your movement speed increase in 10 feet. In addition, you can take the disengage action as a bonus action or a reaction.
As an action, you become resistant to slashing, piercing and bludgeoning damage from non-magical weapons until the end of your next turn.