Vampyr (5e Class)
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The creation of a bloodline, a possible cure for yourself, or the strive to survive, all of these things you are inherently drawn to, however they are all far harder than the uninformed could possibly know. A stalking hunter watching from the eaves of a building. A lavish masquerade with an all liquid feast. A deformed Blood-crazed monster in a rage in the sewers. A cursed night or paladin seeking redemption. A Vampyr, as opposed to a Vampire, is a pure-blooded vampire and from their bloodline who's heart still beats. They hold nobility among other vampire both due to tradition as well as their potential. You are one of few who have been created to be a not only a Vampyr, but eventually a Lord or Lady as well.
Creating a Vampyr
A vampyr is made when a vampyr lord, does not drink, but drains the blood of a virgin, then replaces it in it's entirety with their own, or when a Vampyr lord does the same to anyone else. Though a bite could create a vampyr, one created from the feeding of a vampire will never achieve the same height nor ability possibly of a True Vampyr.
Did your Character become a Vampyr on purpose or was it forced on them? Do they seek to cure themselves? Do they want to spread their curse? How long have they been a vampire? Were they just revived and regaining strength? Try and make a character that has a goal that has to do with their background or alignment. Work with your Dungeon Master to include aspects of your background into the story of the campaign.
- Quick Build
You can make a Vampyr quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength. Second, choose the Noble or Knight background.
As a Vampyr you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple Weapons, martial weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Animal Handling, Athletics, Intimidation, Perception, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a rapier or (c) any martial weapon
- (a) a shortbow and a quiver with 10 arrows or (b) a light crossbow and 10 bolts
- (a) an explorer's kit or (b) a dungeoneer's kit
- a leather armor, a whip and a dagger
|Blood Magic Uses
|Vampiric Nature, Darkvision, Bloodsight
|Blood Magic, Enhanced Agility, Vitality Infusion
|Opaline Skin, Vampiric Hierarchy
|Ability Score Improvement
|Immaculate Skin, Face of Day
|Ability Score Improvement
|Ability Score Improvement
|Undying Crypt, Crystalline Skin
|Ability Score Improvement
|Ability Score Improvement
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.
Also at 1st level, you have the eyes of a nightly red-light stalker, as such you are far better at spotting things in the dark. You gain darkvision out to 30 feet and can see in perfect color in darkness. If you already have darkvision, then it increases by 30 feet and you can see in perfect color in darkness within 30 feet of you.
At 1st level, you can activate your senses to see the blood heat on a creature's body. As an action, you can activate bloodsight. Until the end of your next turn, you know the location of any living creature with blood within 60 feet of you that is not behind total cover. You know the creature's type, but not its identity.
You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.
Starting at 2nd level, you can draw magic powers from your vampire blood, using this gift to channel the powers of darkness trough the use of vitality.
- Blood Magic Uses
You can use blood magic a number of times equal to the amount shown on the Blood Magic Uses column on the Vampyr table. Once you spend all your uses of blood magic, you can't do it again until you finish a long rest.
- 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 vampyr level, as shown in the Magic Limit column of the vampyr table. For example, as a 3rd-level vampire lancer ,you can't cast spells higher than 1st-level spells, no matter how many spell points you have.
The Vampyr table shows how many spell slots you have to cast your spells. To cast one of your blood magic 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 blood magic spells that are available for you to cast, choosing from the blood magic spell list. When you do so, choose a number of blood magic spells equal to your Charisma modifier + half your vampyr 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.
You can use an arcane focus as a spellcasting focus for your blood magic spells.
You can choose to spend 1 additional hit point to cast the spell without needing the material components.
Starting at 2nd level, you begin to transcend natural living ability as you descend deeper into unlife. You use your body as a pure-blood should, honorably, and with a deadly purpose. Your movement speed increases in 5 feet. This movement speed increases as you gain levels in this class, as shown on the Enhanced Agility column on the Vampyr table.
In addition, this increases your jump height and distance by the same amount.
Starting at 2nd level, if you hit using your bite attack, you can spend one use of your blood magic to cause additional necrotic damage equal to 1d4, plus 1d4 per magic limit level. You regain a number of hit points equal to the necrotic damage caused.
Starting at 3rd level your skin becomes beautiful and feels relaxing to touch. Your unarmored AC becomes equal to 8 + your Dexterity modifier + your proficiency bonus.
At 3rd level, you chose a Vampiric Hierarchy. Choose between Rule of Power, Rule of Knowledge, Rule of Blood, and Rule of Evolution, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 17th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th 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.
Until now, your blood would flow within your body, but now you’ve begun to force your blood to pound through your veins, causing a surge of vigor. Starting at 5th level, you can take the Dash, Disengage, Hide or Search action as a bonus action on your turn. Alternatively, you can make a single attack with a weapon or an unarmed strike.
Face of Day
Starting at 6th level, during your time as a vampyr, you’ve constructed an elaborate persona that you can adopt to dissuade investigation. This persona can be constructed to your liking, and you gain proficiency with Charisma (Deception) checks and advantage on Charisma checks made to conceal your vampiric identity. If you are already proficient with Charisma (Deception) Checks, you double your proficiency bonus with it. In addition, you gain proficiency with one tool or musical instrument of your choice that corresponds to your persona.
Finally, while in direct sunlight, you no longer have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Starting at 6th level your skin lose all imperfections and become more alluring to the eye. You gain advantage on Charisma (Persuasion), (Deception) and (Intimidation) checks made against humanoids from the same race as yours.
Starting at 9th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
You can use the innate magical power of your blood to assume the form of a bat. Starting at 10th level, you can spend one use of your blood magic and use your bonus action to magically assume the shape of a bat or giant bat. You can stay in your desmodontinae form for a number of hours equal to half your vampyr level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Alternatively, you can spend two uses of your blood magic to assume the form of a werebat, lasting for 1 hour.
While you are transformed, your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Starting at 13th level, your skin becomes beautiful to any and all creatures you could call prey, catching the eye of those you choose with unnatural allure and hard to focus on for those you wish not to deal with. It also becomes thinner, lighter, and highly strengthened. You no longer age, and can't be magically aged, and you have a constantly youthful appearance, causing members of your race to be friendly towards you when they would normally be indifferent, and indifferent when they normally would be hostile, as long as you or your allies don't take any harmful action towards them.
In addition, your due to your skin resilience, you are considered to have the damage threshold equal to your proficiency bonus.
Starting at 15th level, your skin become much stronger without gaining weight and now traps and contains light and becomes nearly impervious to mundane attacks. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
At 15th level, when you drop to 0 hit points outside your crypt, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water. If you can't transform, you are destroyed. You can designate any area that is not touched by sunlight and is not forbidden to you as your crypt.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage it takes from sunlight.
While you have 0 hit points in mist form, you can't revert to your vampire form. You lose control of your actions and the mist attempts to fly back to your crypt. If the way is blocked (for example by solid rock, water or sunlight) it cowers in the shadows until the way is clear. It may take several days. Once you are in a crypt, you revert to to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your crypt with 0 hit points, you regains 1 hit point.
Once you use this feature, you can't use it again until you finish a long rest.
Starting at 18th level, your skin become nearly irresistible to all those who you wish to catch the eye of and totally overlooked in nearly every case where you do not wish to be observed, holding the strength of diamond. You become resistant to bludgeoning, piercing, and slashing Damage (magical or otherwise), necrotic and cold damage.
When you reach the 20th level, you reach the peak of your vampiric blood power. You gain the ability to create spawns and to freely move in your misty form, with these three new features: Accursed Immunity, Misty Movement and Vampire Spawn:
Through your growth of power and your acceptance into your new title of Vampiric Regent, you have developed or rather grown accustomed to the banes of lesser born. You no longer take environmental damage, cannot be turned or destroyed by a cleric's turn undead ability, cannot be detected via a paladin's Divine Sense ability and similar effects, and your forbiddance weakness no longer effects you.
You gain the ability to momentarily shift parts of your body into your gaseous state. Creatures up to one size larger than you now have disadvantage on grappling checks made against you. You have a fly speed equal to your movement speed, and if you end your turn while in the air, you fall to the ground. You can move through any openings air could pass through. If you end your turn in a place your normal body could not fit while using this ability, you flow out to the nearest open space that you could occupy and take 1d10 force damage for every 5 feet you moved after the end of your turn.
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. You can't create another vampire spawn while you still have one created.
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.
Rule of Power
You have chosen to rule and gain prestige through power and force. You will hone your new unnatural nature and nurture your cannibalistic instincts turning yourself into a ruthless Blood Berserker.
Beginning at 3rd level, you can enter into a voracious blood rage as a bonus action. While in a blood rage, you gain the following benefits:
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn, or taken damage since then. You can also end your blood rage on your turn as a bonus action.
You can use this feature once, and can't do it again until you finish a short or a long rest, unless you spend two uses of your Blood Magic to do it again.
This increases to twice between rests at 17th level.
Starting at 3rd level, with your eternal thirst otherwise quenched, when you choose to feed you do so in a crimson masquerade. When you make a bite attack, all of your incisors, canine, pre-molars, and molars become a maw of re-curved, barbed death and your jaw unhinges to extend the area of the bite, which leaves a mark more like that of a small bear trap rather than a Vampire, Vampyr, or animal bite.
If you hit a creature with your bite attack, you can make an grapple attempt against the target using your reaction. The target is considered grappled by your maw on a success. Grappling a creature in this way leaves both of your hand free. You can not use your bite attack against another creature until you release your currently grappled target.
On each of your turns after you grapple a creature that has blood in this way, you can replace any attack you would be able to make to instead automatically deal your bite damage again to the grappled creature.
In addition, During a blood rage, you roll a d6, instead of the normal damage for your unarmed strikes (including your bite attack). the damage of your unarmed strikes increases to d8 at 5th level, d10 at 11th level and d12 at 17th level.
As you fall further into your new habits of feeding and carnage, and your hunting grounds are no longer so hampered by the homes of your prey. Starting at 7th, while you are in a Blood Rage, you gain the following benefits:
Starting at 11th level, during a blood rage, your size becomes Large, if it's lower, and your melee weapon attacks and unarmed strikes have 10 feet of reach.
With the growth of your power you become a truly masterful and brutal opponent, now enabling yourself to draw out create armaments from your life's blood. Starting at 14th level, as a reaction, you lose an amount of hit points up to your Vampyr level to craft a weapon made out of your own blood. The blood weapon lasts for 1 minute or disappear after two hits, whichever happens first.
The weapon can have any shape of your choice. You can use either your Strength or Dexterity modifier for attacks with the blood weapon. Regardless of shape, the target take damage equal to 1d8 + the ability modifier chosen for the attack + the amount of hit points you lost when creating it. The damage type is either slashing, piercing or bludgeoning, chosen when you create the weapon. In addition, if you hit a creature twice on the same turn with this weapon, you regain the hit points spent to create the blood weapon.
The weapon is considered magical, for the purposes of overcoming resistances and immunity to non-magical damage. Finally, if you are in a Blood Rage, you have advantage on your attack rolls with the blood weapon.
Your intense strive for raw power has led you to one conclusion. The thirst that drives you is the true way for you to gain power. With that epiphany, you let go of the shackles the remainder of your natural life still had on your morals and become a being of pure domination and consumption.
Starting at 17th level, you now no longer need to leave your Blood Rage. Instead you can remain in your Blood Rage until you choose to calm your thirst, or until you're knocked unconscious or killed.
Rule of Knowledge
You have chosen to continue expanding your magical capabilities to gain your prestige, however your undead body no longer works with the Weave like it once did. To facilitate your growth in power, you know you must look to ancient dark arts that are native to your new nature.
You understand that the bounds put on Wizards by the the god's and goddess' of magic to limit their power, and with that understanding comes the trouble of insuring your research and knowledge, which has become your power, from being destroyed or stolen.
When you take this Vampiric Hierarchy at 3rd level, choose one spell school, between abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation. You can choose a new school at 7th, 11th, 14th and 17th levels.
You can prepare a number of additional spells of your chosen schools from the Wizard's list equal to you proficiency bonus. These spells doesn't count against your maximum number of spells prepared. The spell prepared must be of a level equal or lower than your Magical Limit.
You can cast one of the additional prepared spells once, without spending Blood Magic uses and without spending hit points. You can't do it again until you finish a short or a long rest.
In addition, whenever you choose a spell school, you gain a cantrip of that school from the wizard's spell list. You can replace the chosen cantrip for a new one whenever you learn a new school.
At 3rd level, through your dabbling in hemomancy, you develop a for of magic that allow you to draw blood from a distance from open wounds. You can spend one use of your Blood Magic as an action to force all creatures in a 10-foot radius or 15-foot cone to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes necrotic damage equal to your Magical Limit level x d10s, or half as much on a success.
You regain a number of hit points equal to the total necrotic damage caused. Creatures without blood are immune to this effect.
Starting at 7th level, whenever you regain hit points with the use of your Blood Siphon or Vitality infusion features, you can choose a number of targets within 30 feet, and spread the amount of hit points you would regain with any amount of creatures in the area instead.
Starting at 11th level, your Blood Siphon are of effect increases to 30-foot radius or a 60-foot cone, and you can choose which creatures in the area will be affected or not by it.
Additionally, you may now draw them up to 20 feet closer to your location on a failed save, and half as much on a successful save. If you draw a creature to a place within 5 feet of you in this way you can use a reaction to attempt to grapple them.
Finally, you can use your Blood Siphon once, without spending Blood Magic uses. You can't do it again until you finish a long rest.
Starting at 14th level, you gain full control over your blood siphoning. You can choose to not regain hit points with the blood syphon, causing twice the damage instead. You can also choose to either pull the targets up to a place within 5 feet of you, or push them in a straight line 5 feet of the edge of the area of effect.
In addition, you can choose to maximize the damage caused by the blood siphon. When you do so, you can't do it again until you finish a long rest, unless you spend 10 hit points to do it again, plus 5 hit points for each subsequent use of this feature. The cost reset when you complete a long rest.
Starting at the 17th level, you develop a kinship with your blood that extends to it even while when it's not inside of you. When you cause damage to a creature with Vitality Infusion or with Blood Siphon, you can try to inject your blood into your target in an attempt to puppet them from the inside. If you damage multiple targets, you must choose one to be affected.
You don't regain hit points from using the feature and, instead, the target must succeed a Constitution saving throw against your spell save DC, or be charmed for 1 hour, or until you lose concentration (as if concentrating on a spell). While charmed, you have a telepathic link with the target as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature”, “Run over there”, or “Fetch that object”. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the effect ends.
You can only use this feature on living creatures with blood in their bodies or against vampires. You can use this feature once, and can't use it again until you finish a long rest.
Rule of Blood
You want a family, and they will be your eyes and ears as they spread across the world until you are not a King among men, but a God. Manipulation and dashing charm is your method of domination, and by this Rule, those beneath you, your subjects.
At 3rd level, you learn how to conceal your presence and invade the territory occupied by your prey. When you make a bite sneak attack you can surround your victim and yourself with a soundproof bubble, as if the silence spell was active, centered on your target, in a 5-foot radius.
Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The attack must use a Finesse or a ranged weapon or and unarmed or natural attack.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. You also don't need advantage if you are under the effects of Bloodsight.
The amount of extra damage increases as you gain levels in this class, it increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 14th level and 5d6 at 17th level.
Starting at 3rd level, when you reduce a creature to 0 hit points with a bite attack, you can kill the target instantly. With their blood in your veins, you may enter any dwelling that they would be welcomed into for up to one hour, unaffected by forbiddance.
Through your constant feeding, coercing, and manipulation of others you discover a more subtle method of control. Starting at 7th level, if you have drunk a creatures blood and can see them with your Bloodsight, you can, as an action, target them and make them roll an Intelligence saving throw against your spell save DC. On a failed save they take 3d6 psychic damage and you can discern their surface thoughts and emotions. The target feels the pain, but is not aware of the source.
On a successful save, they take no damage and you only discern their general emotional state, but not their thoughts, and they know your direction and that they were just assaulted magically.
You may attempt to discern their emotions and surface level thoughts without harming them. You roll a Charisma saving roll against your own spell save DC. If you fail, you instead take 3d6 psychic damage and the creature knows that you.
Bloodsight must be active in order for you to use this feature.
With your growing thirst and prowess in your powers, you have naturally, or unnaturally rather, adapted your fangs to release a short lasting paralytic poison. Starting at 11th level, whenever you hit a creature with a bite attack and cause your Subtle Strike damage, the creature must make a Constitution saving throw against your spell save DC.
On a failed save, the target is paralyzed until the end of your next turn. On a success, the creature is immune to this effect for the next 24 hours. Creatures without blood, or immune to poison damage or the poisoned condition are immune to this effect.
Your dark power has become so far reaching, not even death is an escape for the flesh. Starting at 14th level, when you reduce a humanoid creature to 0 hit points, you can inject it with your own blood. That creature is then charmed by you. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
The creature dies, and its type changes to undead when you use this feature on it, but only a closer inspection will reveal that the creature is deceased (DC 25 Intelligence (Investigation) check).
You become a true hunter of the night, the streets of every town and city, your hunting grounds, the gullible and naive residence your prey. With the understanding of the humanoid body you have learned where, how, and when to bite and inject your paralytic poison to make the blood of a creature carry it to its core.
Starting at 17th level, when you hit a creature with a bite attack, you can spend one use of your blood magic to attempt to instantly kill that creature. The target must succeed on a Constitution saving throw against your spell save DC, or is instantly killed. On a success, the target takes additional 10d10 necrotic damage.
Rule of Evolution
You may not have originally became a vampire via a ritual or a hunting, but through your own machinations to take the curse and bend it to your own will. Your kind is often looked down upon by natural vampyrs and vampires alike, however you are still a true Vampyr. Only difference is you earned and created - or found - the machinery and knowledge to use it to immortalize yourself.
Starting at 3rd level, you have always been inclined to creation and artifice. Upon choosing this hierarchy, you gain proficiency in Arcana, Medicine, with the leatherworker's tools and with the alchemist's supplies.
At 3rd level, you gain the ability to alter your body permanently, grafting it with monstrous enhancements. Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the upgrade. You select an additional upgrades as you gain levels in this class. Whenever you gain a new level, you can replace a modification for another of the same level.
When you gain this feature, choose one of the following improvements:
Starting at 7th level, you can choose one of the following monstrous modifications:
Starting at 11th level, you learn how to create a thick leather that will completely cover your body without restricting movement. You become immune to the effects of sunlight or running water. In addition, you gain one of the following modifications:
Starting at 14th level, you can choose one of the following monstrous modifications:
With your knowledge of how to take life growing, your knowledge of how to sustain it grows as well, and your undead heart keeps pulsing along evermore. At 17th level, whenever you are under half your maximum hit points, but above 0, you regain a number of hit points equal to your Constitution modifier.
In addition, when you are reduced to 0 hit points, you can spend a hit die and regain hit points as if you had completed a short rest.
Vampire Lancer Spell List
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.
Proficiencies. When you multiclass into the Vampyr class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons
Special. You must have undergone the process of vampiric transformation, by being inoculated with vampire blood.