Vampire Prestige Class 5e
Hit Points
Hit Dice: d8 per Vampire Prestige Class 5e level
Hit Points at first Level:
Hit Points at Higher Levels: 1d8 (5) + Constitution Modifier
Proficiences
Armor:
Weapons: Bite, Unarmed Strike
Tools:
Saving Throws:
Skills: Stealth (Or double proficiency, if already proficient)
Overview & Creation
Prerequisites
A character can only be turned if it meets the following requirements:
- Constitution score 13. A creature must be of above average fortitude to endure the change to undeath.
- Charisma score 13. A creature must maintain a strong will and sense of self, lest they become a mindless undead.
- Character level 5. True vampirism only awakens in a sufficiently powerful creature. To be less so is to become a Spawn, rather than a true vampire.
- Living race. A creature must be of a living, humanoid race, not a construct or undead in order to be turned into a vampire. Similarly, a creature cannot be under the effects of an equally or more powerful curse, such as Lycanthropy.
- Grave apotheosis. In order to be turned, a creature must be reduced to 0 hit points by the bite of a true vampire of 2nd level or higher. Alternatively, A creature must be dead (for no more than 24 hours) or at 0 hit points, and must be fed the blood of a true vampire of 2nd level or higher. In either case, the creature must be laid to rest in order for them to rise again as a vampire, whether that be buried, or interred in a mausoleum.
Resting Place
Upon being turned, the place where the character is laid to rest becomes its resting place. This becomes the only place that the character may take a long rest, as well as the place it must return to upon activation of its Misty Escape. The DM may rule that this means that only the vessel, such as a coffin, is the resting place, or if it is the entire cemetery plot or mausoleum. Sometimes a cask of dirt from the burial site is enough.
Cursed with Undeath
A player who becomes a vampire is cursed in half-life. Included in the class features are a number of detriments a character will suffer should they be turned, but a DM may introduce other negative side-effects of the curse. The only magic strong enough to end this curse would a be Wish spell, or for them to die and be resurrected by a Reincarnate or True Resurrection spell. A Raise Dead spell may also work, keeping in mind that the time the player has been a vampire counts towards the 10 day time limit of the spell. The DM might also rule other ways to remove the curse.
Prestige Class
This class is intended to a means for player characters afflicted by Vampirism to continue playing, rather than becoming DMPCs. Keeping with 5e rules, a character cannot advance past level 20 unless the DM rules otherwise.
Class Features
Necrology
When first cursed, you gain the following features:
- Type. Your creature type changes to Undead. Additionally, you add Shapechanger to your creature type, allowing you to automatically pass saving throws versus effects that aim to alter your form, such as the Polymorph spell.
- Natural Weapons. Your nails sharpen to razor points, and you sprout extendable fangs, which can be retracted at will to conceal them. These become natural weapons, and you gain proficiency with them.
- Bite. You gain a bite attack. This is a natural weapon attack that deals (1d6 + Strength modifier) piercing damage, and 1d6 necrotic damage. This is a special attack action, and can only be used once per turn. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest, or is targeted by a Greater Restoration or similar effect. The target dies if this effect reduces its hit point maximum to 0. This attack does not replenish Blood Points. A humanoid slain in this way who does not meet the conditions to be turned and is then buried in the ground rises the following night as a vampire spawn. A humanoid who does meet the qualifications rises as a vampire after they are buried. Any vampires created in this way are loyal to you as though permanently under the effect of your Thralling Gaze feature. Your bite is considered magical for purposes of overcoming resistance and immunity to nonmagical attacks. The necrotic damage inflicted increases as you gain levels in this class, as shown in the Vampire table.
- Unarmed Strike. Your unarmed strikes gain the Finesse property. They deal (1d4 + either your Strength or Dexterity modifier) slashing damage on a hit. Alternatively, on a hit you can choose to grapple the target instead of dealing damage. A creature grappled in this way can use its action to escape as per rules of grappling.
- 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. If a creature already possesses darkvision, their vision range extends by 60 feet. You cannot discern color except red in this way, instead seeing everything in shades of grey.
- Damage Resistances. You have resistance to necrotic damage as well as bludgeoning, piercing, and slashing damage from sources that are neither magical nor silvered. If you take radiant damage, you lose your resistances until the end of your next turn.
- Dead. You no longer need to breathe, eat, or attend to regular bodily functions. You cease to age, and cannot be aged by magical means. You no longer feel the cold or heat, and have advantage on saves versus extreme environmental effects involving temperature. Upon consuming any solid food you must make a DC 15 Constitution saving throw, vomiting the food on a failure.
- Natural Armor. When not wearing armor, your AC is equal to 12 + your Dexterity modifier.
- Misty Escape. When you drop to 0 hit points and would otherwise die while outside your resting place, you expend one blood point and turn into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren't in sunlight or running water. If you can't transform, you are destroyed. While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. If you have no blood points remaining, you may still use this feature, but are incapacitated at 0 hit points and cannot regain hit points until the condition is ended.
Vampire Weaknesses
A vampire has the following flaws:
- Forbiddance. You can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. You take 20 acid damage if you ends your turn in running water.
- Holy Water. You take 10 acid damage if you make contact with Holy Water.
- Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed.
- Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in direct sunlight. A heavy covering, such as a thick cloak, halves this damage. While in sunlight, you have disadvantage on attack rolls and ability checks.
- Sanguivore. You must consume blood to maintain your power.
Blood Points
At first level you gain a pool of blood points equal to twice your Vampire level, as shown in the Vampire table. A blood point represents one liter of blood, and can be regained by consuming this amount. You can only regain blood points by drinking the blood of other creatures. Feeding from an unconscious or willing creature deals no immediate damage in small amounts, but drinking from a creature making death saving throws results in that creature taking two fails. These points my also be expended to perform certain feats and class features.
- A tiny creature contains 1/5 of a liter of blood, and dies outright upon being fed on.
- A small creature contains 2 liters of blood, and can lose up to 1/4 of a liter, taking one level of exhaustion, and another for each 1/8th of liter consumed after that amount.
- A medium creature contains 5 liters of blood, and can lose up to 1 liter of blood, taking one level of exhaustion, and another for each 1/4 of a liter consumed after that amount.
- A large creature contains between 10 and 50 liters of blood, and can lose up to a fifth of that amount before taking a point of exhaustion, and another level for each tenth after that.
- Huge and gargantuan creatures contain varying amounts of blood, at the DMs discretion.
After each long rest, or after each day passes that you do not complete a long rest, you expend one blood point. If you have no blood points left and must expend one, you wither and become incapacitated until you are fed at least one blood point's worth of blood, at which point you expend it in order to end the condition.
Blood Feats
Your blood points allow you to perform certain feats. You gain more uses for blood points as you increase in levels in this class.
- Shapechanger. If you aren't in sunlight or running water, and you have at least 2 blood points remaining, you can use an action to expend a blood point and polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, your walking speed is 5 feet, you have a flying speed of 30 feet, and you cannot cast spells. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have 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 advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight.
- Heightened Reflexes. When rolling initiative, you may expend a blood point to gain advantage on the roll.
- Blood's Vigor. As a bonus action you can expend a blood point and gain advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks for 1 minute.
- Spider Climb. As a bonus action you can expend a blood point and gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for 1 hour.
- Nocturnal Vision. As a bonus action you can expend a blood point to gain superior darkvision for one hour. Your darkvision extends as far as you can see, and you can see clearly, though without discerning any colour except red.
Thralling Gaze
At 2nd level your supernatural charisma makes it easier to find willing prey. As an action, you can expend a blood point to attempt to enthrall a creature that can see you within 30 feet of you who can see and hear you and who shares a language with you. The target must make a Wisdom saving throw against a DC of 8 + your proficiency modifier + your Charisma modifier. A creature who fails the save is charmed by you for 1 minute, or until it takes damage from you or one of your allies without its consent. A creature charmed in this way regards you as a trusted friend or lover, to be heeded and protected. Although the target isn't under your control, if it understands a language you speak it will fulfil your requests in the most favorable way it can, and it will happily allow you to drink from it. You may expend 2 additional blood points to extend the duration of this effect to 1 hour while they are within range and can see you, and another 2 to extend this effect to 24 hours.
Children of the Night
At 3rd level your attunement to the night and its creatures gives you the ability to summon creatures to your aid. The kinds of creatures you may summon depend on your environment. Creatures summoned in this way obey your spoken commands, and remain for 1 hour, until you are dropped to 0 hit points, or until you dismiss them with a bonus action.
- Swarm of Wings. As an action you can expend 2 blood points to summon 1d4 swarms of bats or ravens.
- Swarm of Rats. As an action you can expend 2 blood points to summon 1d4 swarms of rats.
- Those of the Moon. As an action you can expend 2 blood points to summon 1d6 wolves.
Ability Score Improvement
At 4th level you 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.
Regeneration
At 5th level you become nigh-immortal. You may expend a blood point as a bonus action to activate your regeneration for 1 minute. At the start of each of your turns you regain a number of hit points equal to 1d8 + your Constitution modifier if you have a least 1 hit point and are not in sunlight or running water. If you take radiant damage or damage from Holy Water this trait does not function until the end of your next turn.
Vampire Table
Level |
Blood
Points |
Features |
Necrotic
Damage |
1st |
2 |
Necrology, Vampire Weaknesses,
Blood Points, Blood Feats |
1d6 |
2nd |
4 |
Thralling Gaze |
1d6 |
3rd |
6 |
Children of the Night |
2d6 |
4th |
8 |
Ability Score Improvement |
2d6 |
5th |
10 |
Regeneration |
3d6 |