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Vampire


Hit Points

Hit Dice: d10 per Vampire level
Hit Points at first Level: 10+con
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Vampire level after 1st

Proficiences

Armor: light and medium armor
Weapons: Simple and marital melee weapons, simple ranged weaponry
Tools:
Saving Throws: Con and Cha
Skills: Choose 2 from survival, arcana, history, intimidation, persuasion and perception.

Overview & Creation

You are a newly infected being of the night, as you become more accustomed to the changes, your powers expand, and so do the peoples fear of what you are.
You gain the following flaws:
You cant enter a persons house without permission.
You need blood to survive.
Natural Running water deals 2d8 acid damage at the beginning of your turn.
The sunlight irritates your skin, giving you disadvantage on perception and insight checks while in sunlight.


Class Features

Blood Sense
Your vampiric blood gives you a strong sense of smell. You may use an action you may open your senses to the smell of blood, being able to detect how many creatures with blood are around you, and there cardinal direction from you within 60ft. This may be blocked due to thick walls, but can pentrate thin walls. You may do this equal to 1 + Your charisma modifer a day.
Natural Fangs
You gain a natural bite attack that can use either strength or dex, it deals 1 piercing damage and 1d4 necrotic damage.This does not gain damage based on your strength or dex. You heal for half of the necrotic damage done, minimum 1. This increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17. this only works on creatures with blood. You also gain 1 days worth of food each time you successfully hit with this, gaining 3 instead on a willing target.
Fighting Style
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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
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.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Misty Escape
At 2nd level, When you go down to 0 hp and are not standing in water, you become a mist that is immune to all non-magical damage, and has a flight speed of 10ft. You cant interact with items or take actions but you may still move during your turn as long as it isnt over water. You make death saving throws as normal, but gain +10 Flight speed and + 3 to your death saves while in darkness. Each time you go up to a new spell level, gain +1 to your death saves in darkness. You cant transform back into a vampire until you regain 1hp.
Undying body
At level 3, you are now immune to disease and resistant to poison but you are now classified as undead for the purposes of spells(not including healing spells).
Bloodline
At level 3, you choose a bloodline which will transform the way your vampirism will progress forever. This is normally chosen dependent on who infected you, but it can also be a unique mutation in your own blood.
Vampiric Charm
Starting at 6th level, you can target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or be charmed by you.   The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.   Each time you or the your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the you are destroyed, on a different plane of existence than the target, or takes a bonus action to end the effect. You may only have one of these at a time, if it succeeds a saving throw, it is immune for 24 hours and is aware that you charmed it.
Shapechanger
Starting at 10th level, if you aren't in running water, you can use an action to 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, its walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing it is carrying does. You revert to your true form if you die.   While in misty form, you have the traits described in the "misty escape" feature.
  Necrotic influence
At level 11, Your weapons are now naturally infused with vampiric powers, dealing an additional 1d8 necrotic damage when you land a hit.
Spreading corruption
At level 14, you may cast create undead at level 7 without using a spell slot or material components once per day.
Vampiric intimidation
At level 18, your vampiric powers are now noticable to all nearby. Gain expertise in intimidation and Persuasion, and you may use your action once per day to attempt to frighten a group of humanoids equal to your charisma modifier times 4. they must make a wisdom saving throw against your spell save dc or be frightened for 1 minute, making new saves at the end of each turn.


Starting Equipment

(A) a shortbow and 20 arrows or (B) a simple weapon A martial weapon (A) Leather armor or (B) chain shirt (A) burglars kit or (B) diplomats kit 4d4x10gp


Spellcasting

Spellcasting By 2nd level, You have learned to draw upon the power of your blood to cast spells. See spells rules for the general rules of spellcasting and the spells listing for the vampire spell list.   Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your Vampire spells. To cast one of your Vampire 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 spells that are available for you to cast, choosing from the Vampire spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your Vampire level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level Vampire, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest.   Spellcasting Ability Charisma is your spellcasting ability for your Vampire spells, since their power derives from the Latent power inside of you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a vampire spell you cast and 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
Vampire spell list + basically any spell that does cold damage, double check with your dm if he has any banned spells in that category.
First level spells: Armor of agathys, Arms of hadar, Bane, Cause fear, Charm person, Command, Disguise self, Dissonant whispers, Inflict wounds, Ray of sickness.
Second level spells: Blur, Calm emotions, Enthrall, Hold person, magic weapon, Mind spike, Misty step, Pass without trace, Phantasmal Force, Suggestion, Silence
Third level spells: Bestow curse, Counterspell, Fear, Hunger of hadar, Incite greed, Life Transference, Motivational speech, nondetection, Remove curse, speak with dead, slow, Vampiric touch.
fourth level spells: Blight, Charm monster, compulsion, confusion, Death ward, Dimension door, Evards black tentacles, Hallucinatory terrain, Mords faithful hound, mords private sanctum, Phantasmal killer.
fifth level spells: Antilife shell, Animate objects, Circle of power, Contagion, Danse Macarabe, Dominate person, dispel good and evil, Far step, Insect plague, Modify memory, telekensis.


Subclass Options

Strigoi:


reinforced skin:
At 3rd level, When you arent wearing armor, you now have natural armor of 10+Dex+Con. You also now have natural claws that deal 1d6 slashing damage. These count as simple melee weapons for the purposes of other abilities.
Life drain:
At 7th level, your claws now deal necrotic damage, and you heal for half of the damage dealt. This only works while you are under half HP. You gain 10ft of movement. You may also have your claws replicate the magical properties of any 1 handed weapon you are attuned to.
Slashing fury:
At 15th level, your claws now deal 1d8, and count as light weaponry for the purposes of 2 weapon fighting. You also gain a climb speed equal to your walk speed.
Apex transformation:
At 20th level, once per day you may transform into a Vampire lord, gaining 30ft of movement, healing for all necrotic damage dealt instead of half at any hp level, and when an ally takes damage within 30ft, you may take up to your proficency damage away from the damage they take and apply it to yourself. You may hold this form for up to 10 minutes.

Social Infiltrator:


Natural connection:
At the 3rd level, creatures have a -5 to detect you are a vampire and you have advantage on checks to convince them otherwise while you are not directly appearing vampiric. In combat you may add your cha bonus to your initiative, as you naturally take the first step in a conversation.
Aspiring Charmer:
At 7th level, you may now have 2 creatures under your vampiric charm at once, and in combat you may use your reaction to attempt to charm a creature, making it wisdom against your spellcasting dc, on a failure it has disadvantage to attack either you or your allies(your choice) until it succeeds. it may remake this roll at the end of each of its turns. you may only have 1 charmed enemy at a time. It becomes immune to this effect after succeeding twice on the saving throw.
Charming patronage:
at level 15, Your ressurected minions now have an intelligence of 10, no longer look or smell decayed, and can act like a commoner when needed. Additionally you may infect one person to become a vampire spawn, they are then charmed by you for up to 30 days and after that decide whether to stay with you or to turn against you. you may only have 1 spawn at a time and while you have a spawn you cannot have more than 2 ghouls. The spawn may walk in sunlight without burning as long as it hasnt been in contact with any holy object within 24 hours.
Apex Transformation:
At level 20, you may transform into your apex form for the next 10 minutes. When you transform, all targets within visual sight(excluding those of your choice), must roll a wisdom saving throw or become enthralled by you, obeying commands that do not directly harm themselves, capable of remaking the saving throw at the end of each of their turns, people with wisdom 10 or lower automatically fail. In addition your Aspiring charm and vampiric charm no longer have a limit on how many it can effect when used. You gain a +5 to your spellcasting DC when it comes to charm while in this form.


LevelAbility
1Blood Sense, Natural Fangs
2Spellcasting, Fighting style, Misty Escape
3Undead body, Bloodline feature
4ASI
5Extra attack
6Vampiric Charm
7Bloodline feature
8ASI
9Spell level up
10Necrotic Influence
11Necrotic influence
12ASI
13Spell level up
14Spreading Corruption
15Bloodline feature
16ASI
17spell level up
18Vampiric Intimidation
19ASI
20Bloodline Feature

Created by

metaleclipse.

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