Vampire Spawn (5e Class)
Vampire Spawn[edit]
After a long evening of revelry deep within the city, a beautiful noble invites you back to their manor for sleep, conversation, and perhaps something more. That night, you are swept up in their overwhelming charisma, and as things start to get intimate, the noble lowers their head into the crook of your neck. Suddenly, you're overwhelmed with piercing pain as their hidden fangs sink into your neck. You fall limp, feeling your life drain out of you before being filled with something new; the sinister essence of unlife.
Ages have passed. You have seen families rise and fall; guided mortals to fortune and ruin; done unspeakable things at your lord's behest. You have proven yourself a useful pawn, and nothing more.
Prestige Class: Vampire Spawn[edit]
Vampires are undead characterized by their ability to masquerade as living humanoids and propensity to drain the life force from living creatures. While it is often seen as a singular type of creature, it's more of a broad category of afflictions with a variety of causes.
You are not a vampire, not yet at least. You are a creation of a vampire, given a fragment of their power in exchange for unwavering loyalty whether you want it or not.
Prerequisites[edit]
To qualify for multiclassing into the vampire class, you must meet these prerequisites:
- Minimum Level: 1st level in any other class.
- Ability Score Minimum: Constitution 13 or Wisdom 13
- Special: You must be a humanoid and killed by a bite from a vampire, nosferatu, or vampirate captain; be a fiend; or be a dhampir.
Class Features[edit]
As a Vampire Spawn you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Vampire Spawn level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Vampire Spawn level
- Proficiencies
Level | Proficiency Bonus |
Features |
---|---|---|
1st | Undead Nature | |
2nd | Vampiric Origin, Night Sight | |
3rd | Fangs | |
4th | Ability Score Improvement | |
5th | Extra Attack | |
6th | Vampiric Origin feature | |
7th | Vampiric Strikes | |
8th | Ability Score Improvement | |
9th | Vampiric Origin feature |
Undead Nature[edit]
At 1st level, life leaves you, replaced with something unnatural. You gain resistance to necrotic damage, you no longer need to breathe, and your type becomes Undead. Additionally, consuming one liter of blood fulfills your need to eat and drink for seven days.
Vampiric Origin[edit]
At 2nd level, the vampiric essence in your veins twists you into one of its spawn. Choose between True Vampire Spawn, Demonic Vampire Spawn, Nosferatu Spawn, Vampirate Spawn, and Empowered Dhampir, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th and 9th level.
Night Sight[edit]
At 2nd level, your eyes gain a new layer just behind your retinas common among hunters of a magical nature. You gain 60 feet of darkvision. If you already have darkvision, its radius increases by 30 feet.
Vampiric Bite[edit]
At 3rd level, your teeth become more fit for a hunter of the night. Your fanged bite is natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only attack once with your fanged bite on each of your turns, you can use Dexterity instead of Strength for the attack rolls of your fanged bite, and the target must be a creature that is willing, incapacitated, restrained, or grappled by you and is not a construct or undead.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Vampiric Strikes[edit]
At 7th level, your fists are empowered by undead might and taloned fingers. If you hit with your unarmed strike, you deal bludgeoning or slashing damage equal to 1d8 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use Dexterity instead of Strength for the attack rolls of your unarmed strikes
Vampiric Origins[edit]
True Vampire Spawn[edit]
Most vampires and their spawn descend from the notorious Strahd von Zarovich of Barovia, who himself acquired power through the mysterious Dark Powers of the Shadowfell. They are the most well known vampiric nature, with many of their traits being mistaken for core vampiric traits.
You must be killed by a bite from a vampire in order to gain this Vampiric Origin.
- Vampiric Weaknesses
At 2nd level, your vampirism limits you in the following ways:
- Obedience. You are charmed by the vampire that turned you. If you lose this condition, you regain it at the end of a long rest and when the vampire uses its Charm action on you.
- Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
- Forbiddance. You can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
- Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
- Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Hungry Grasp
At 2nd level, your hands are tipped with sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength or Dexterity modifier or grapple the target, instead of the bludgeoning damage normal for an unarmed strike.
- Spider Climb
At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Alternate Feature: Magic Blood
At 2nd level, rather than gaining Spider Climb, you awaken the blood of the eastern vampires. You are immune to poison damage and the poisoned condition.
- Night Stalker
At 6th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Additionally, your fanged bite deals an additional 2d6 necrotic damage on a hit, 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.
- Regeneration
At 9th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren'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.
Demonic Vampire Spawn[edit]
Very rarely, the descendants of demon lords who fervently worship their progenitor, such as gnoll Fangs of Yeenoghu, are given the power to serve their masters in undeath. These servants are permanently tethered to their master, often hearing the whispers of a voice they can't hope to resist.
You must be a fiend in order to gain this Vampiric Origin.
- Vampiric Weaknesses
At 2nd level, your vampirism limits you in the following ways:
- Obedience. You are charmed by the demon lord that turned you. If you lose this condition, you regain it at the end of your next turn.
- Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
- Enraged by Celestial. If you hear words of Celestial spoken, you become restrained.
- Repulsed by Perfume. You have disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it.
- Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
- Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Keen Smell
At 2nd level, you have advantage on Wisdom (Perception) checks that rely on smell.
- Night Stalker
At 6th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Additionally, your fanged bite deals an additional 2d8 necrotic damage on a hit, 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.
- Regeneration
At 9th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or smelling perfume. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
Nosferatu Spawn[edit]
Nosferatu, also known as corpse vampires, are a fairly recent form of vampire, having arisen as a result of the Spellplague. While Mystra's return and the Second Sundering lead to the destruction of most corpse vampires, a number where saved by the Dark Powers that created true vampires.
You must be killed by a bite from a nosferatu in order to gain this Vampiric Origin.
- Sunlight Hypersensitivity
At 2nd level, you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Spider Climb
At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Thirsty Fangs
At 6th level, your fanged bite deals an additional 2d6 necrotic damage on a hit, 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.
If the target's with hit points are below their maximum, the target takes 2d10 necrotic damage instead.
- Regeneration
At 9th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
Vampirate Spawn[edit]
Vampirates, at least according to legend, descend from a mythical spelljammer pirate whose greed, and perhaps a number of afflictions from the variety of lands he plundered, held him from death's rest.
You must be killed by the energy drain of a vampirate captain in order to gain this Vampiric Origin.
Some of this Vampiric Origin's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Vampirate Spawn save DC = 8 + your proficiency bonus + your Constitution modifier
- Phlogiston Composition
At 2nd level, the nature of space is infused into your vampiric essence. You are vulnerable to radiant damage, and immune to cold and poison damage.
- Spider Climb
At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Energy Drain
At 6th level, your very touch drains life from your surroundings. Your energy drain is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal necrotic damage equal to 2d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only attack once with your energy drain on each of your turns, and you can use Dexterity instead of Strength for the attack rolls of your energy drain. Attacks with your energy drain can be made as a melee attack or ranged attack with a range of 30 feet.
- Energy Constitution
At 6th level, when you are reduced to 0 hit points, you explode in a cloud of ash. Any creature within 5 feet of you must succeed on a Constitution saving throw or take 1d10 necrotic damage. If this deals damage to at least one creature with a CR of 1 or higher and that creature dies within the next 24 hours, you return to life where that creature died in the same manner as a true resurrection spell with 1 hit point.
- Spacefarer's Mind
At 9th level, your darkvision radius doubles, and you become immune to the charmed and poisoned conditions. Additionally, when a creature makes the saving throw against your explosion, they take 2d10 necrotic damage on a failure, or take half as much damage on a success.
Empowered Dhampir[edit]
Most vampire spawn are cursed with vampiric nature and seek the blood of a true vampire above all else in order to escape their servitude. Dhampir, however, are born with the blood, and can awaken the deeper depths of its power by feeding its hunger. Unawakened dhampir blood gives no unique favor to vampire spawn, while the vampiric curse is a permanent death sentence for an unawakened dhampir.
You must be a dhampir in order to gain this Vampiric Origin.
Some of this Vampiric Origin's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Vampirate Spawn save DC = 8 + your proficiency bonus + your Charisma modifier
- Child of the Night
At 2nd level, you may cast find familiar as an action without expending a spell slot and without components. When cast in this way, the familiar must be a bat or rat. You may use this feature once, regaining use at the end of a short rest.
At 9th level, when you cast find familiar in this way, your familiar may be a swarm of rats, swarm of bats, or a wolf.
- Vampiric Charm
At 6th level, as an action, you may attempt to charm one humanoid within 30 feet of you that you can see and that can see you. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. Creatures charmed in this way regard you as a trusted friend to be heeded and protected, and is a willing target for the your fanged bite.
Each you or an allied creature do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds this saving throw is immune to this feature's effects until the end of your next long rest.
- Spider Climb
At 6th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Red Thirst
At 6th level, the number of times you can empower yourself with your Vampiric Bite trait before requiring a long rest doubles.
At 9th level, there is no limit to the number of times you can empower yourself with your Vampiric Bite trait.
- Misty Escape
At 9th level, as an action while you are not in sunlight or running water, you may transform into a cloud of mist with the same size category as yourself for 1 minute, or until you enter sunlight or running water. You may use this feature once, regaining use at the end of a short rest.
While in mist form, you can't take any actions, speak, or manipulate objects, you are weightless, you have a flying speed of 20 feet, can hover, can enter a hostile creature's space and stop there. You also have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, if air can pass through a space, you can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Back to Main Page → 5e Homebrew → Classes → Special Classes