Vampire, 5th Variant (5e Class)
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- 1 Vampire, Nontraditional Variant
- 1.1 Introduction Leader
- 1.2 Creating a Vampire
- 1.3 Quick Build
- 1.4 Class Features
- 1.5 Undead Body
- 1.6 Vampiric Weaponry
- 1.7 Spellcasting
- 1.8 Bloodline
- 1.9 Shapechanger
- 1.10 Extra Attack
- 1.11 Misty Step
- 1.12 Vampiric Stride
- 1.13 Vampiric Immunities
- 1.14 True Undeath
- 1.15 Drain Life
- 1.16 Children of the Night
- 1.17 Vampiric Vanishing Step
- 1.18 Undead Domination
- 1.19 Master of Night
- 1.20 Bloody Instinct
- 1.21 True Master of Undeath
- 1.22 Shadowed Bloodline
- 1.23 Necrotic Bloodline
- 1.24 Berserker Bloodline
- 1.25 Spell List
- 1.26 Multiclassing
Vampire, Nontraditional Variant
Two masters of undeath stand before eachother. The lich, consumed by his madness, lashes out at the vampire who simply crushes the zombie-wizards phylactery. "you lost everything for your immortality; even yourself.”
Creating a Vampire
You can make a Vampire quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the sage background. Third, choose
As a you gain the following class features.
- Hit Points
Weapons: simple weapons, light crossbows, weapons with the light or finesse properties
Tools: jewelers tools
Saving Throws: Charisma and Dexterity
Skills: Choose 3 from the following: athletics, stealth, arcana, history, perception, intimidation, persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light or finnesse weapon or (b) any two simple weapon
- (a) scolars pack or (b) explorers pack
- (a) a dark cloak or (b) a small pouch of jewels worth 50gp or (c) leather armor
|Features||—Spell Slots per Spell Level—|
|1st||+2||Undead Body; Vampiric Weaponry; Spellcasting||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||Misty Step, Bloodline Feature||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|10th||+4||Giant Bat, Vampiric Immunities||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement, Bold Bite||4||3||3||3||2||1||—||—||—|
|13th||+5||Bloodline Feature, Drain Life||4||3||3||3||2||1||1||—||—|
|14th||+5||Children of Night||4||3||3||3||2||1||1||—||—|
|15th||+5||Vampiric Vanishing Step||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement, Undead Domination||4||3||3||3||2||1||1||1||—|
|17th||+6||Bloodline Feature, Master of Night||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
|20th||+6||True Master of Undeath||4||3||3||3||3||2||2||1||1|
At 1st level, your undeath grants you strength, but also comes at a price. You gain the following:
- 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. You cannot discern color in darkness, only shades of gray.
- While technically undead, your creature type remains humanoid. You are immune to disease and you do not age naturally.
- You must feed once a day or suffer from exhaustion. Two days without feeding changes your appearance to be more skelatal and pale, giving you disadvantage on all Charisma checks and saving throws. When feeding on a willing target, you can choose not to do damage with your bite. In order to feed, your target must be living and with blood (dm's can change this to only living humanoids if they prefer. Otherwise, you can feed off animal or monster blood)
- You have disadvantage on Perception checks and all saving throws while in direct sunlight, and enemies have advantage on all attacks made against you while you or they are in direct sunlight. Wearing a hooded dark cloak removes the disadvantages for you.
- Vampires need not sleep. Instead they enter a trance, remaining semiconsious, for 4 hours a day. After resting in this way, you gain the same benifits a mortal human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest, only the duration has changed.
- You have a base climb speed of 20 feet.
- You have a unarmored AC of 10 + charisma modifier + Dexterity modifier
- You resist necrotic damage and are vulnerable to Radiant damage.
At 1st level, your vampiric prowess means you're never truly unarmed. You get the following benefits while unarmed.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. You are proficient with your claws.
- Your unarmed strikes now deal 1d6 slashing damage instead of their normal damage.
- You can, as a bonus action, bite an unconcious, paralyzed, grappled, or willing target for 1d8 necrotic damage, recovering half the damage back as hit points. This damage increases to 2d8 at 5th level, 3d8 at 11th level and 4d8 at 17th level. This counts as feeding. You are proficient with your bite attacks.
At 1st level, magic is a part of your very existence, and so you have some amount of natural magical skill.
- Spell Slots; The Vampire table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot. Cantrips; You know two cantrips from the following: Chill Touch, Friends, Frostbite, Infestation, Mage Hand, Minor Illusion, or Toll the Dead. Spells known at first level and higher; At first level you know two first-level spells from the vampire spell list (listed at the end of the class features). The spells known column of the vampire table shows when you learn more vampire spells of your choice. Each of these spells must be a level for which you have spell slots. Spellcasting Ability; Charisma is your spellcasting ability for your Vampire spells due to your spellcasting being an extention of your very existence. Spell Save DC = 8 + your proficiency modifier + your Charisma modifier.
Starting at 2nd level, your vampiric bloodline shows it's face. Choose Shadowed Bloodline, Necrotic Bloodline or Berkerer Bloodline, all detailed at the end of the class description. The bloodline you choose grants you features at 2nd level, and again at 5th, 9th, 13th and 17th level.
You learn that sometimes it's better to fly. Starting at 3rd level, if you are not in direct sunlight, you can transform into a bat at the cost of a 1st level spell slot. Casting at 2nd level or thrid level will increase the diration by 10 minutes each. Casting at 4th and 5th level changes you into a giant bat instead. You can back to your base form as a bonus action on your turn. While as a bat, you cannot speak, your size beomces tiny, you have a base walking speed of 5 feet and a base flying speed of 40 feet. Your statistics (other than above specified) are unchanged. You cannot attack as a bat. Your items and weapons transform with you. (monster bat has walking speed is 10 feet, flying speed of 60 feet and you can make a bite attack for 1 + strength or dexterity modifier damage) You lose multiattack while transformed.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ghosts are not the masters here, they shall not hide their secrets from you. Starting at 6th level after a long rest, you can turn into a cloud of mist as an action on your turn that lasts for one minute if you are not in direct sunlight. As a cloud of mist, your resist to nonmagical attacks and you can occupy the same space as an enemy or pass through any space air can pass through. You cannot attack or speak while transformed and you turn back if you take damage or exposed to sunlight.
Petty mortal move so slow; why can't they move out of your way. Starting at 7th level You gain +10 movement speed as long as you're not wearing armor.
Starting at 10th level, your acclimation to your curse grants you have advantage on saving throws aginst being charmed and immunity to poison.
Vampires truly are the masters of undeath. Starting at 11th level, once after a long rest, if you were to drop below 1 hit point, you can instead make a constitution saving throw where the DC = 5 + the damage taken, unless the damage is radiant. On a success, you drop to one hit point instead. You must not be in direct sunlight in order to activate this feature.
Starting at 12th level, you can attempt to bite any target within 5 feet as a bonus action a number of times equal to your charisma modifier after a long rest. The damage of the bite is otherwise unchanged from the bite attack listed above.
Starting at 13th level, once after a long rest, you may choose, next type you do necrotic damage, to regain hit points equal to half the damage dealt. The target must be living and have blood for you to gain the health.
Children of the Night
Starting at 14th level you can magically summon bats to your aid. Once after a long rest, as an action, you can summon 1d4 + Charisma Modifier swarms of bats to aid you in combat. The bats aid you in combat and obey your spoken command. The bats disperse after one hour or until you dismiss them as a bonus action. The swarms add your charisma modifier to attack and damage roles and add your proficiency bonus to their max hit points.
Vampiric Vanishing Step
Starting at 15th level, once after a long or short rest, you can enter Vampiric Vanishing Step as an action. Until the start of your next turn you do not provoke opportunity attacks. You can pass through occupied spaces as if they weren't occupied, though you cannot finish a turn in an occupied space. In addition, you gain advantage on all strength and dexterity saving throws and you agin AC equal to half your proficiency bonus rounded down for the duration. You must not be in direct sunlight in order to use this feature.
You can truly command the lesser beasts of the planes like the cattle they are. Starting at 16th level, once after a long rest, you can cast Dominate Person or Dominate Beast as an action on your turn without using a spell slot.
Master of Night
Starting at 17th level, once after a long rest, you gain the ability to block out the sun for one hour. Thick and dark clouds form, but no rain falls. The sun is completely blocked out an the darkness feels unnatural. Everywhere within a 300 foot radius of you becomes magical dim light and you no longer feel the weakness of the sun. Your eyes glow crimson and everyone within 60 feet who can see you must pass a DC 12 + Charisma modifier saving through or become frightened of you.
You know where they are. You can sense their fear, smell their blood and you can detect when they are going to attack you. Starting at 18th level, you have advantage on arcana checks while looking for magical traps, enemies with blood or magical objects and you know if a living creature with blood is within 30 feet of you (you do not know their exact location, but you know their general area in regards to yourself).
True Master of Undeath
Choose one Statistic. You get +4 to that stat and it can go above 20.
Starting at 2nd level, your vampiric bloodline shows it's face. Choose Shadowed Bloodline, Necrotic Bloodline or Berkerer Bloodline, all detailed at the end of the class description. The bloodline you choose grants you features at 2nd level, and again at 5th, 9th, 13th and 17th level
<!-Class feature game rule information->
You move in silence; a flickering shadow, before you spot your target. You wait patiently and strike when they are most vulnerable. They didn't even have time to scream. The shadow blooline is one of stealth and precision, focusing more on targeting vulnerable enemies then retreating into the the cover of darkness before striking again rather than simply blasting them away with spells or launching your body at theres like a brute
- New Blood
By awakening your new bloodline, your very essence changes. You get a permant +1 to your Dexterity Score and a -1 to either constitution or Wisdom. Your Ability score cannot go above 20, and if it would, you instead gain no ability score modifications.
- Subtle Step
You are one with shadows, as they, too, hide from the sun. So long as you are in dim light or darkness, you can hide as a bonus action and enemies gain a -4 modifier to their Wisdom(perception) Checks made to find you. The modifier becomes -6 to their Wisdom(perception) at 9th level, -10 to their Wisdom(perception) at 13th level and -16 to their Wisdom(perception) at 17th level while attempting to detect you in dim or dark lighting.
- Hard to See, Harder to Hit
Your quick. Unnaturally quick, actually. Starting at 6th level, when an attacker you can see hits you with an attack, you can use your reaction to move 10 feet in any direction without provoking opportunity attacks.
- Dominion over Darkness
Starting at 13th level, you may cast the darkness spell without consuming a spell slot. You must finish a long rest before you can use this feature again. You must regain all uses of this feature after you finish a long rest. At 17th level, you gain an additional use of this feature.
- Vampire Invisibility
Starting at 17th level, when you are in darkness, you may use your bonus action to become invisible. As long as you remain in darkness, or until you make an attack or cast a spell, you remain invisible.
All Vampires have magic; it's innate to their existence. You, however, are more than just magic. Your Bloodmagic rivals that of the strongest of Lich's, though you don't go mad as they do. As a member of the Necrotic Bloodline, you revel in the dark powers granted by your nature, very similar to that of sorcerers or warlocks.
- New Blood
By awakening your new bloodline, your very essence changes. You get a permant +1 to your Charisma Score and a -1 to either Strength or Constitution. Your Ability score cannot go above 20, and if it would, you instead gain no ability score modifications. You are proficient with light armor.
- Blood Magic
Some spells require a little more give than others. You can recover spell slots once per day after a short rest by sacraficing health. The spell slots you recover have a combined level equal to or less than 1d4 + 1. You lose hit points equal to 1d12 per spell level recovered + twice the spell level.
- Calm Caster
"There's no need to panic, it's merely a fleshwound" Starting at 6th level, you cannot have your concentration broken by nonmagical attacks. You also learn two 1st level spell from the vampire Spell List. You also learn one 2nd level or lower spell at 8th level and again one 3rd level or lower spell at 10th level.
- Deadly Charm
You gain the ability to cast one 6th level spell at 17th level and an 7th level spell at 18th level and an 8th level spell at 19th level without expending spell slots once after a long rest.
- Powerful Blood Caster
You are a true master of blood magic and Undeath. At 13th level, you learn the spell Finger of Death. At 17th Level you learn Dominate Monster and Feeblemind. You can cast spells learned through Powerful Blood Caster without expending spell slots once per day after a long rest.
- New Blood
By awakening your new bloodline, your very essence changes. You get a permant +1 to your Strength Score and a -1 to either Intelligence or Wisdom. Your Ability score cannot go above 20, and if it would, you instead gain no ability score modifications. you are proficient with light, medium and heavy armor.
- Supernatural Strength
Your bloodline is renown for its brutish strength and devastating rampages. You have advantage on all strength (athletics) checks to grapple any target your size or smaller and you lose disadvantage on checks to grapple creatures or enemies larger than you.
Starting at 5th level, anytime you would recover hit points equal to half the damage dealt with your bite attack, you instead recover all the damage dealt as hit points. At 13th level you also gain temporary hit points equal to your 2d4 + your vampire level everytime you feed and deal damage with your bite attack.
- Blood Frenzy
Sometimes all you see is red. Sometimes you need to find that red in the bodies of your enemies. Starting at level 13, once per day after you make a successful bite attack you can choose to enter a blood frenzy. In your frenzy, you gain +2 to your AC, and +4 to all strength checks and all enemies that can see you within 30 feet of you must pass a wisdom saving throw or become afraid of you. The effect lasts for 10 minutes or until they pass a constitution saving throw. While frenzied you are immune to charm and resist bludgeoning, peircing and slashing damage from nonmagical attacks. You cannot maintain concentration for any spells while in a Blood Frenzy, however, you can still cast spells that don not require concentration. The frenzy lasts for up to an hour or until you are knocked unconsious or end as a bonus action on your turn.
- Viscious Bite
Sometimes you get a little carried away while biting. Starting at 17th level, once per day after a long rest, you can choose to visciously bite a target instead of your regular bite attack. Your viscious bite automatically kills any target with less than 100 hit points and you restore all your hit points after they die. In addition, you gain temporary hit points equal to half your hit point maximum.
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: