Vampire, Seraph Variant (5e Class)
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Vampire, Seraph Variant
You awake to hear a door open, and a shadow pass in front of a light, You look around, you see no one so you go to go back to sleep when you feel a prick on your neck, all you can see is a shadow stuck to you, you feel your life draining away. You awake the next day to a burning sensation on your leg, You quickly figure out that you have been turned to a vampire, unable to face the sun, yet you feel stronger, quicker... better.
That night you go into the town looking for blood, what normally would've stopped you is replaced by a thirst for blood. 3 cops stop you, where that normally would've made you run you see this as an opportunity and drink them dry before they can even blink...
The Fall of Humanity
In the Year 2290 humanity started to dabble in forbidden magics. Specifically they started to look into channeling demons into weapons, swords to be exact. In the midst of all of this happening a young woman made a breakthrough in her search for power. She perfected these weapons, in the midst of all this 5 people died and one man found a way to resurrect his friends. However this had a price, The woman died and the end of the world came. The trumpets of the apocalypse sounded and vampires rose up to overthrow the human race. You were one of the lucky ones, you were turned to a vampire and used the very last time machine to escape this apocalyptic world, arriving whenever your campaign would take place.
Creating a Vampire, Seraph Variant
Do you want to be a selfish damage dealer with loads of health, How about having warlock level spells while having good unarmed melee attacks? If so you've chosen the right class. Vampires have high health, and good damage at higher levels, however the spells that come with the class make you very selfish and not helpful to a party that always needs healing.
You can make a Vampire quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the criminal background.
Note do not pick the vampire race while using this class, you were and forever will be whatever race you were before you were turned.
As a Vampire you gain the following class features.
- Hit Points
Weapons: One-Handed Swords and unarmed strikes
Saving Throws: Charisma , Dexterity
Skills: Pick 6 from persuasion, deception, sleight of hand, perception, performance, acrobatics, and athletics.
You start with the following equipment, in addition to the equipment granted by your background:
- Vampiric Blade
- Dark Cloak
- (a) explorers pack or (b) 2 Hand crossbows and 30 bolts or (c) A Greatsword
|Cantrips Known||Spell Slots||Spell Level||Features|
|1st||+2||2||2||1||Bite, Bloodthirsty, Speed , Blight Of Sun|
|2nd||+2||2||2||1||Claws, UV Patch, Vampiric Casting|
|3rd||+2||4||4||1||Archetype, Sneak Attack|
|4th||+2||4||4||1||Ability Score Improvement|
|8th||+3||6||6||2||Ability Score Improvement|
|12th||+4||6||6||3||Ability Score Improvement|
|16th||+5||8||8||5||Ability Score Improvement|
|19th||+6||8||8||5||Ability Score Improvement|
|20th||+6||8||8||5||Claws +1d6, Daywalker|
Ability Score Increase
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 usual, you cannot increase an ability score above 20 using this feature.
You gain the ability to bite people with your fangs and drain their blood. You gain a bite attack that deals 1d6 hp damage. While using a bite attack, you can also choose to drain blood; if you do, you and the target are considered grappled, and you deal the target additional 2d6 hp damage every round the grapple is maintained; per each round you deal damage such, you gain an amount of hit points equal to that damage you have dealt. Each turn you both make a Strength check to see if they shake you off.
Blight Of Sun
Starting at 1st level, you suffer 1d4 radiant damage per every round you are significantly exposed to direct sunlight
Starting at 1st level, you must consume (or otherwise receive) a pint of blood every day or you gain a level of Exhaustion.
Starting at 1st level, your base speed increases by 5 feet. You also gain an extra attack. At 17th level, you gain extra 5 feet to your base speed as well as an extra attack.
At 2nd level you gain a Claw attack that deals 1d6 slashing damage. At 6th, 14th and 20th levels you add 1d6 to the previous damage.
Starting at 2nd level, you can become immune to sunlight, albeit at the cost of some of your health. When you do so, you don't suffer from the effects of Blight Of the Sun, but your maximum hit points are reduced by 2 per level ex 2nd = 4, 7th = 14, etc.
Starting at 2nd level, you can channel your own blood into your Vampiric Sword to empower your spells. You can sacrifice 4 hit points to raise the effective caster level of a spell by 1.
Starting at 7th level, you gain the ability to turn other people to Vampires. Every time you use this trait, you suffer 2 hit point damage. Once you use this trait, you cannot use it again until you complete a long rest.
Starting at 9th level, you have become unnaturally good at charming people. You gain advantage on all Charisma Checks against any creature that is capable of reasoning (Intelligence 3+) and can feel human-like emotions.
Starting at 9th level, you have become so powerful undead everywhere have heard of your strength. When attacking undead creatures, you gain advantage on the attack roll.
Starting at 20th level, you have overcome the vampiric hypersensitivity to sunlight. You No longer suffer from the effects of Blight of the Sun, even when not using UV patch
- First Bond
At 3rd level, you are taught the art of bonding. You bond with an animal of your choice, it has to be medium or smaller with a Challenge Rating of 1/4 or less. As an action, you can attune to their senses and perceive what they perceive.
- Second Bonding
At 5th level, you perfect bonding with animals. You now can bond with a large animal of your choice, their Challenge rating can be up to 1. You gain their features and abilities.
- Human Bond
At 10th level, you learn to bond with more complex creatures. You can now bond with a Level 4 fighter from any race. You get their racial bonuses while with them.
- Vampiric Bonding
At 13th level, you have learned to turn someone safely, You can now turn your humanoid bond mate into a vampire, changing their class and while with you both of you gain a 1d4 bonus to all rolls.
- Fiendish Bond
At 15th level, you contacted a fiend and can now bond with a Fiend. It gives you resistance to fire, lightning, cold, and poison damage. You also deal 2d6 fire damage with each attack. Your fiend cannot influence other people or things other than you.
- Experienced Bonder
At 18th level, you learn to bond with up to 2 creatures at a time. If you bond with the same type of creature the effect doubles.
- Vampiric Power
At 3rd level you partake in more vampire blood. You gain advantage on all creatures with opposing alignments to you. When you roll damage against them You reroll 1's and 2's
At 5th level, your kind learned of your taboo power and exiled you. You have disadvantage on Charisma checks against vampires, and cannot gain the trait Respected Elder, but you gain a +3 bonus on all stealth rolls.
At 10th level, you have gained such experience with your new power you gain an extra attack against creatures with the opposite alignment.
- Pain Endurance
At 13th level, you have grown accustomed to pain and can recover from it better. After a short/long rest, you gain an extra 1d20 temp hp.
- Elder Training
At 15th level, you train with older, more experienced vampires, gaining an extra attack, they also teach you the Daywalker perk
- Ages Toll
At 18th level, your experience grants you an extra attack.
Vampire Spell List
You know all of the spells on the basic Warlock spell list and additional spells based on your subclass.
Prerequisites. To qualify for multiclassing into the Vampire, Seraph Variant class, you must meet these prerequisites: 13 Str, 13 Dex, 10 Con, 10 Int, 10 Wis, 13 Cha