Master Vampire (3.5 Prestige Class)

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Master vampire (3.5 prestige class)[edit]

You would think that they're charming, maybe even noble. That's just what they want you to think.
—Anonymous street side preacher

Necromantic warrior, vampire general, fallen knight delving in dark arcane secrets, some other archetype examples of what kind of character would take on this class, I'll post a real description when I finish writing something not so corny.

Becoming a Master Vampire[edit]

This class is idea for darker minded characters that like to supplement melee fighting with some spell casting, the imagery of a dark knightly figure harboring secrets. this class is mostly taken on by multy classed fighter wizards or sorcerers, Evil knights can enjoy the frontal close quarter power of the class (though they might avoid using offensive magic in duals) or higher level arcane casters wanting a little more melee power and some immortality.


Entry Requirements
Alignment: Any Evil.
Base Attack Bonus: +5
Special: Must have had extensive encounters with vampires or studied them in one way or another.
Feats: Combat expertise, Mounted Combat, and Proficiency with martial weapons.
Spellcasting: The ability to cast 1st level arcane necromancy spells.
Skills: 6 ranks Knowledge Religion, 6 Ranks Knowledge Royalty.

Table: The Master Vampire

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting Blood Points
Fort Ref Will
1st +1 +2 +0 +2 Armored Mage, Undead Familiar, Blood Drain +1 level of existing arcane spellcasting class. +1
2nd +2 +3 +0 +3 Battle Drain, Arcane Channeling, Special Ability +2
3rd +3 +3 +1 +3 Dark Mount +3
4th +4 +4 +1 +4 Special Ability +1 level of existing arcane spellcasting class. +4
5th +5 +4 +1 +4 Vampire Cohort +5
6th +6 +5 +2 +5 Special Ability +6
7th +7 +5 +2 +5 +1 level of existing arcane spellcasting class. +7
8th +8 +6 +2 +6 Special Ability +8
9th +9 +6 +3 +6 +9
10th +10 +7 +3 +7 Vampirism, Coven Master, Special Ability +1 level of existing arcane spellcasting class. +10

Class Skills (2 + Int modifier per level)
Bluff (Cha), Climb (Str), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int) Knowledge (Religion), Knowledge (Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Table: The Epic Master Vampire
Level Special
11th +11 blood points, Epic Feat
12th +12 blood points
13th +13 blood points
14th +14 blood points, Epic Feat
15th +15 blood points
16th +16 blood points
17th +17 blood points, Epic Feat
18th +18 blood points
19th +19 blood points
20th +20 blood points, Epic Feat

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Spellcasting: Starting at level 1 and 3rd level after the Master Vampires gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one arcane spellcasting class before becoming a pale master, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Arcane Channeling: Beginning at 2nd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If you have this ability from an outside source then you learn cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Armored Mage: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic, focus, or material component. A Master Vampire, however, avoids arcane spell failure so long as you stick to light armor and light shields. If you have this ability from another source you can use Medium armor and heavy shields. At level 6 you learn too use Medium armor and heavy shields.

Battle Drain: At level 2 you learn to augment your weapon to be the vessel of your Blood Drain. With a 2 hour ritual and a crafting check of 10, you can imbue your weapon to drain your enemies dry, fast.

As a standard action you can attempt to Battle Drain with a weapon you have attuned to your vampire ability. On a successful hit using your highest base attack bonus, you and your victim must make a STR check opposing damage done. If he succeeds, the attack fails. If it fails, then you have embedded you weapon in your enemy, starting your Blood Drain process, dealing 1d4 con damage and pulling him to the ground, prone, in your square where you will continue to drain him.

When draining someone by means of Battle Drain, treat your victim as pinned. Every round you have someone pinned in this manner (impaled on your weapon) deal damage as if you'd scored another weapon hit, and drain 1d4 con, gaining 5 temporary HP for each constitution point drained. You may only use standard actions while draining your opponent in this fashion. This effect ends when your opponent makes a successful STR check against the weapon damage dealt that round, or by removing the weapon yourself.

At level 5 your initial hit does max damage.

At level 8 you can choose to initiate the Battle Drain on a successful Crit.

Blood Drain: At level 1, you grow fangs, granting a 1d4 bite attack and the vampires Blood Drain ability.

Blood Points: At level 1 you gain access to a blood point pool. Blood points are to used with the Master Vampire's special abilities shown below. You gain blood points by using your blood drain and battle drain abilities, or by drinking at least one quart of blood from a freshly fallen foe. Points gained are equal to the HD of your victim, to a maximum of your Master Vampire level + your CON or CHA modifier, whichever is higher.

Coven Master: At Level 10 you become a coven master, doubling the maximum amount of vampire fledglings you can have under your control. No one minion may exceed more than half your potential coven HD.

Dark Mount: At level 4 you gain the companionship of a black unicorn, which for all intents and purposes acts as a paladins special mount where your the paladin level is your character level.

Special Ability: At various levels the Master Vampire chooses one of the five special abilities to be spent with his blood pool, using his ability is a standard action that provokes an attack of opportunity unless otherwise noted.

Animate Dead (Su): The Master Vampire can animate dead as the spell, with a caster level equal to his Master Vampire level. This ability costs one blood point per Hit Die of the skeleton or zombie to be created (minimum 1 blood point). At level 6, you can create undead as the spell.

Blood Rage (Su): As a swift action the Master Vampire can enter a frenzy identical to the barbarian's Rage, except the duration is equal to 3 rounds + Character level.

At level 10 treat this ability as Greater Rage with the same exceptions. (1 blood point to activate)

Hate and Fear (Su): As a swift action, the Master Vampire can create a compulsory effect that, at his choice, causes all enemies within 20ft to attack him instead of his allies, or cause them to run in fear.

If the Master Vampire chooses to become the target of his enemy's hate, he gains a +4 dodge AC bonus due to their unbalance and emotional attacks. This effect lasts 1d4 round plus the Master Vampire's level. If the Master Vampire chooses to be the cause of his enemy's fear then all enemies are panicked and run in fear for 1d4 rounds plus the Master Vampire's level. Will save (Master Vampires level + Int Mod/Cha Mod, whichever is higher) negates. (1 blood point)

Shadow Step (Su) : The Master Vampire can expend one blood point to step into one shadow and out another up to 30 feet away as a free action once per round. This need not be one jump, as long as all actions are made in the same round. You may instead choose to jump a total of 60ft. at the expense of two blood points and a standard action.

Swarm form (Su) : The Master Vampire can assume the form of a bat swarm except he retains his ability scores and has his full HP, as well as his blood drain ability. This effect lasts 2d4 rounds plus the Master Vampire's level. When reformed you have the same HP that you had before you changed. (cost 1 blood point, as a swift actions the Master Vampire can expend one more blood point to maintain the form)

Undead Familiar: At level 1 if you have a familiar, add the undead template to it.

Vampirism: At 10th Level you have fully ascended to the ranks of the undead as a vampire, add the vampire template to your character with the exceptions below.

Only recalculate current HD of your Master Vampire class levels to d12s, but all future HD rolls will be d12s still. do not add a +8LA.

You do not get the vampire alternate form or children of the night.

Unlike most undead you must be reduced to -10 hp before reverting to a gaseous for and retreating to a coffin, though at -9 through 0 you are restricted to partial actions.

You may pass through and over running water freely.

If you're destroyed, your vampire cohort (and up to half of your coven), free willed but still loyal, will obtain your remains or a personal object and return it to A coffin, where you will resurrect 2d4 days later without level loss. If your remains or any items bound to you are not available then your cohort and 1/4 of your coven will seek out alternate means of bringing you back.

Vampire Cohort: at level 5, you gain a vampire cohort. This cohort DOES NOT replace your current cohort if you have one. In the event that you do have a cohort, then pick which cohort you favor and the lesser one can not exceed more then 4 HD less then the favored cohort, instead of the -2 hd max of normal cohorts.

Ex-master vampires>[edit]

If a very high powered alchemist makes a rare and expensive cure vampirism potion they lose all vampiric abilities.

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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