Vampire Lord (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: No description. A vampire PC already gets obscene regeneration, and this adds more to it and you can heal more on top of that at-will if you have a necrotic cantrip or with your bite. Can't this do something more interesting?

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Prestige Class: Vampire lord[edit]


To qualify for multiclassing into the Vampire lord class, you must meet these prerequisites:

You must be a vampire

You must have killed an innocent and drinken its blood

You must have created a Vampire Spawn

You must be level 10

Class Features[edit]

As a Vampire Lord you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vampire Lord level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Vampire Lord level


Skills: you gain one aditinal skill of your choice

Level Proficiency
1st Vampire lord traits, Energy Drain
2nd Dark Blessing, Vampiric Gaze, Blood Drain
3rd Vampiric Skills, Life Drain
4th Vampiric Increase,
5th Necrotic healing

Vampire lord traits[edit]

At level 1,

Your regeneration increases by 5.

Your base land speed improves by 10.

Your natural armor increases by 2.

You may increase your Crimson Points by 2.

You have advantage on saving throws against spells and other magical effects.

You gain claws and deal 2d6 with your unarmed strikes. Your attacks are also infused with necrotic power which deals 2d6 necrotic damage. This damage increases to 3d6 at level 3 and 4d6 at level 5.

At Level 3,

Your bite now does 1d6 more piercing damage.

You may increase you Crimson Points by another 2.

You may now cast spells using your Crimson Points. Each Spell Level uses 1 Crimson Point. For example, a 3rd level spell uses 3 crimson points.

You gain the ability to polymorph into a bat. Your walking speed decreases to 10 feet, but you gain an extra 10 feet to flight.

At Level 5,

You may increase two ability scores by 2

You gain immunity to bludgeoning, piercing, and slashing from non-magical damage.

You gain immunity to spells cast of 3rd level or lower.

Your Crimson Points increases by 5.

You gain extra hit points equal to double your total Vampire level.

Energy Drain[edit]

You attempt to rip the energy out of your enemies. The target has to make a Con Saving Throw against your DC. If the succeeded, nothing happens. If the fail, they gain 2 levels of exhaustion. If the target fails by 5 or more, they gain 3 levels or exhaustion. If they fail by 10 or more, the target gains 4 levels of exhaustion. If they fail by over 15, they gain 5 levels of exhaustion. A target cannot be affected by Energy Drain more than once per day. You can only use Energy Drain a number of times equal to your proficiency modifier.

Dark Blessing[edit]

At level 2, You gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

Vampiric Glare[edit]

You are able to instill fear into an enemy with a simple glare. Choose a creature within 120 feet you can see. That creature must succeed a Wis saving throw against your DC or be paralyzed with fear. This ends if they take damage or succeed the saving throw at the end of their turn. If the creature is already intimated by you, the creature rolls the save with disadvantage and you increase the DC by 5. You can use this feature a number of times equal to your Charisma mod, or spend 4 crimson points.

Blood Drain[edit]

You hurl a blood red orb of pure blood energy. The range is 75 feet. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. If they fail they take 4d6 force damage. Then they must make a Con Save or take 4d6 necrotic damage which heals you for half the amount done. If they succeed they only take the 4d6 force damage. You can use this a number of times a day equal to your proficiency modifer, or spend 4 crimson points. A humanoid slain in this way rises the following night as a Vampire Spawn under the your control.

Vampiric Skills[edit]

At level 3, choose two of your skills that you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills. At 5th level, you can choose two additional skills with which you are proficient.

Life Drain[edit]

With Life Drain, you can either make a spell atack or force the target to make a Con Save against your DC. The range is 60 feet. The target takes 6d6 necrotic damage and you gain hit points equal to the damage dealt. If the target is affected by Energy Drain, you deal an additional 3d6 necrotic damage. If the enemy is affected by Blood Drain, you deal an additional 3d6 necrotic damage. A humanoid slain in this way rises the following night as a Vampire Spawn under the your control.

Vampiric Increase[edit]

When you reach 4th level, you can increase one ability score of you 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. You also gain a feat of your choice.

Necrotic healing[edit]

At level 5, You become immune to necrotic damage every time you deal or take necrotic damage, you heal half the damage dealt(rounded down).

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