Vampire, Variant (5e Class)
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- 1 Vampire
- 2 Creating a Vampire
- 3 Class Features
- 3.1 Table: The Vampire
- 3.2 Vampire Save DC
- 3.3 Child of the Night
- 3.4 Bloodlust Hunger
- 3.5 Vampiric reflexes
- 3.6 Once mortal
- 3.7 Unarmed Combatant
- 3.8 Vampiric Path
- 3.9 Ability Score Increase (Vampiric Version)
- 3.10 Extra Attack
- 3.11 Hidden Might
- 3.12 Undead Resistance
- 3.13 Mist Form
- 3.14 Undying Fortitude
- 3.15 Children of the Night
- 3.16 Bloody Awakening
- 3.17 Enduring soul
- 3.18 True Vampire
- 4 Vampiric Paths
- 4.1 Shadow Stalker
- 4.2 Beguiler
- 4.3 Savage
You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learnt from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath.
Creating a Vampire
When making a vampire character, consider how you first became a vampire. Where you an experiment for some mad wizard, did you seek the power yourself or where you taken in as a pet for some vampire lord? How did you gain your freedom, did you steal blood from your master or find another way to break their control? What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. As far as backgrounds go it is up to you to pick a background more suited to your characters history.
As a Vampire you gain the following class features.
- Hit Points
Weapons: Simple Weapons
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Stealth and choose any other two
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword and a dagger or (b) Any simple weapon and a dagger
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
- (a) Common clothes or (b) Fine clothes with hood
|1st||+2||Child of the night, Bloodlust Hunger, Vampiric reflexes||3|
|2nd||+2||Once mortal, Unarmed Combatant||4|
|4th||+2||Ability Score Improvement||8|
|7th||+3||Vampiric Path Feature||12|
|8th||+3||Ability Score Improvement||14|
|11th||+4||Vampiric Path Feature, Extra Attack x2||16|
|12th||+4||Ability Score Improvement||18|
|14th||+5||Children of the Night||20|
|16th||+5||Ability Score Improvement||22|
|18th||+6||Vampiric Path Feature||24|
|19th||+6||Ability Score Improvement||26|
Vampire Save DC
Vampire Ability Save DC = 10+ your proficiency bonus + your Charisma modifier
Child of the Night
Vampires appear just as they did in life, although their skin is often pale and cool to the touch, also their features are often hardened and feral, with the predatory look of wolves. Vampires can be easily recognised, for they cast no shadows and throw no reflections in mirrors. Starting at 1st level, you gain the following benefits and disadvantages.
-You are an undead creature. You are unaffected by anything that affects only living creatures.
-You don't need to breathe, which means you are immune to suffocation.
-You don't age and can't be magically aged.
-Unlike most undead, you do need to sleep.
-You have darkvision of 120ft
-You have resistance to necrotic damage.
-You are immune to disease and poison.
-The amount of hit dice you can recover after a long rest is half amount of dice used + Proficiency bonus.
-Sunlight Sensitivity You have disadvantage on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
-You have vulnerability to radiant and silvered weapon damage.
-If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take Half your level(rounded up) in radiant damage from the sunlight, and your move speed is halved. If you drop below 1 hit point from this damage, you are instantly killed and reduced to dust. Only a true resurrection or wish spell can revive you.
-If you end your turn in even the smallest puddle of blessed water you take (15 + your Vampire level) in Radiant damage. When splashed with holy water you must succeed on a (DC 18 Constitution saving throw) at disadvantage, or be stunned for the remainder of the round.
-You are not allowed to enter a residence without invitation from the occupants.
-If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
The only way for you to truly die is for you to be decapitated and for your heart to be either burned or pierced with a wooden stake while awake. When your HP is reduced to 0 you make 3 death saves as normal. If you fail your death saving throws, you are still brought back to life the following night at midnight. With only 1 HP and 1 Crimson point.
Starting at 1st level, as an undead creature, you gain power and strength when you drink the blood of other creatures. A gnawing hunger burns within your body and spirit, tempting you to descend into feral madness, if not properly maintained.
You have 3 Crimson points, these points are use to empower your abilities or let you use stronger attacks. You regain spent crimson points by feeding on living creatures. Depending on there size you regain different amounts of crimson points.
-Once during a rest you can feed on an helpless or willing creature you can touch using half (rounded up) of your hit dice to regain hit points equal to 2×hit dice roll + Con Modifier + your vampire level. Any Hp that is left over does not get used as Temp hp. If this ability is used on a Tiny sized creature it dies afterwards. If the creature is unwilling you must succeed against a grapple check. This does not work on constructs, elementals, oozes and undead. Additionally you regain all of your crimson points if used on a medium sized creature or larger. Half if the creature is small and non if they are any smaller. You can use this ability only once during a long rest at night.
-As a bonus, While you have a creature grappled you can make a bite attack against the target to perform a quick lesser version of you're Feed ability, this attack uses Strength or Dexterity to hit and deals 1 Piercing damage and 1d8 Necrotic damage + Charisma modifier. With a successful Bite you can regain crimson points depending on the size of the creature.
- Small creatures replenish 1 crimson point, and double if they are killed in this way.
- Medium creatures replenish 3 crimson points, and double if they are killed in this way.
- Large creatures replenish 6 crimson points, and double if they are killed in this way.
- Huge creatures replenish 12 crimson points, and double if they are killed in this way.
You may spend one crimson point to regain Hp equal to the necrotic damage dealt, if they are resistant to necrotic damage you get back in hp the damage they take.
This attack has no effect on constructs, elementals, oozes and undead. The Necrotic damage for this attack increases as you level, 2d8 Necrotic at 6th level, 3d8 Necrotic at 13th level, 4d8 Necrotic at 18th level. A humanoid slain in this way can be resurrected at night as a vampire spawn under your control.
Starting at 1st level, you move with preternatural grace and speed, making it difficult for your enemies to strike you.
-While you are wearing no armor your AC equals 10 + Dexterity modifier + Charisma modifier.
At 2nd, your move speed increases by 15ft.
At 4th level, you gain a climb speed equal to your walking speed. You can casually walk or run across ceilings,walls, and water.
At 8th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your Vampire level
At 9th level, Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 10th level, When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Starting at 2nd level, you were very likely something else before you became your new, vampiric self.
-Gain three Proficencies with a type of weapon or armor or with a skill or with a tool/instrument of your choice.
Starting at 2nd level, you can make unarmed attacks with much greater effectiveness than most other combatants can, thanks to your vampiric nature.
-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
-When you make a melee weapon attack, you can use your vampire unarmed strike instead of using a weapon which deals 1d4 slashing damage, this damage increases to 1d6 at 6th level, this damage increases to 1d8 at 10th level and 1d10 at 17th.
-When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
When you reach 3rd level, you commit yourself to a path: Shadow Stalker or Beguiler. Your Path grants you features at 3rd level and again at 8th, 11th, and 18th level.
Ability Score Increase (Vampiric Version)
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. Being a vampire makes your body capable of inhuman feats as such unlike normal classes you can increase an ability scored above 20 but not above 22 with this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn, this increases to three times at 11th level.
At 6th level, though you might show no outward signs of it, the curse that transformed you into an undead creature grants you physical power from the force of your personality alone. Your strength or dexterity score is increased by 2 points unless it is at 20 or above. Your unarmed attacks count as magical for the purpose for overcoming magic resistance.
Starting at 9th level, you gain advantage on effects that would cause you to be charmed, frightened, or paralysed.
At 10th level, when you are hit by an attack or spell, use your reaction to become under the effects of the gaseous form spell until the end of your next turn. You can end the effect as a free action or sustain the effect as a action for up to 1 hour. You cannot use this feature again until you have finished a short rest or long rest.
At 13th level. Your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + damage amount bellow 0). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
Children of the Night
Starting at 14th level you can as an action magically call 2d4+1 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 3d6+1 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. While the summoned creatures are within 30ft of you their attacks are treated as magical for the purpose for overcoming magical resistance. Once you use this feature it cannot be used again until you have completed a long rest.
Also when you are not in direct sunlight, you can use your bonus action to Spend 1 Crimson Point to polymorph into a Tiny/giant bat, into a dire wolf or back into your true form. While in bat form, your can't speak, your walking speed is 5 feet, and you have flying speed of 60 feet. Your mental statistics remain the same regardless of which form, however your size and speed change to suit your new form. Anything you are wearing transforms with it. You revert to your true form if the you die.
At 15th Level, Your Strength, Dexterity and Constitution scores all become 18 if they are not already, if they are above 18 increase their value by 2 (max of 22). You also gain life sense which allows you to see the light that most living creatures emit in addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 30-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light—you can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 60-foot radius, and the radius doubles again for each additional size category larger than Medium. This life sense does not work on Constructs, Elementals and Undead.
Starting at 17th, your undead nature works despite your intentions to preserve your unlife. While you are below half of your maximum Hit points, you regen hit points equal to your vampire level at the start of each of your turns. If your hits points are above half your maximum hit points or you are at 0 hit points this feature ends. If you take radiant damage or suffer a critical hit, this feature does not function until the end of your next turn.
At 20th level, You become immune to necrotic damage and gain resistance to non-magical damage from bludgeoning, piercing, and slashing weapons. You gain a fly speed equal to double your walking speed. You become immune to fear, charm and any affect that would attempt to alter your mind. Your presence strikes fear in the heart of mortals, every character must succeed a constitution save (DC18+half your charisma modifier rounded down) or become frightened. Your Strength, Dexterity, Constitution and Charisma scores are increased by 2 (up to 22) You also gain legendary resistance which can be used once per long rest.
You have grown fond of the darkness around you, it very aspect comforts you. The shadows dance for you and the darkness hides your weaknesses, you have become one with the shadows themselves.
Beginning at 3rd level when you pick this path, you gain the ability to control the shadows and use the darkness to your advantage.
-You double your proficiency bonus in stealth checks and you can hide as a bonus action in dimlight or darkness.
-As a bonus action on your turn you can mark a target with its own shadow for up to a minute (you can only have one target marked at a time), marked target takes an addition 1d8 necrotic damage the first time it is hit by you each turn. This damage increase to 2d8 at 10th level, 3d8 at 16th level and 4d8 at 20th level
Starting as 7th level,, you gain the ability to steal a creatures shadow and place it under your control. As an action for 2 crimson point you can force a target you can see within 60ft that is casting a shadow to make a Charisma saving throw or its shadow detaches from it and becomes a shadow that obeys your commands until the creature or the shadow is destroyed. Your Shadow gains additional hit points equal to your level and it also adds your Charisma bonus to its AC, Saving throws and its attack and damage rolls. You can only have one shadow at any given time and it cannot cause other shadows to spawn from the body of creatures it slays. As an action you can cause the shadow to explode which destroys it but causes the creature that you stole the shadow from to succeed on a Constitution saving throw or take 3d10 Necrotic damage and be stunned until the the end of their next turn, if the target saves it takes half damage and is not stunned.
At 11th level, As a action, a shadow vampire can change into an animate shadow as long as they are not in direct sunlight. While in this form you gain, resistance to acid, cold, fire, lightning, thunder damage, a fly speed equal to your walking speed, you are immune to any effect that would cause you to become exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone or restrained, advantage on all Stealth checks in shadows, dimlight or darkness, you can move through a space as narrow as 1 inch wide without squeezing, the damage type of all your attacks changes to necrotic and deal an a extra 1d10 damage on all attacks you make, you ignore necrotic resistance and you can teleport between solid shadows within a range of 100ft. This lasts for 10 minutes or until you end it as an action. Once you use this ability it cannot be used again until you complete a long rest.
Shadow of the Colossus
At 18th level, as an Action costing 6 Crimson points you can call forth an Shadow of a creature that you can see within 30ft of you to come to life, the shadow has all the creatures statistics except for its hp, which is equal to 6 times you vampire level and it does not have any lair actions, legendary actions or legendary resistances. Roll initiative for the shadow, which has its own turns. It obeys your verbal commands and lasts for 6 minutes or until you dismiss it as a bonus action. Once you have used this ability you cannot use it again until you complete a long rest.
While most vampires prefer to hide in the shadows or deep in a dungeon, you prefer the finer things in unlife and are not afraid to show your face. Beguiler vampires often become nobles or lords of lands and tend to mingle with other humanoids while hiding their turn form.
Starting at 3rd level, you gain proficiency in deception and persuasion.
Starting at 3rd level, your self-admiration and desire has empowered you to the practice magic. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.
|-||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
Cantrips: At 1st level, you know friends and two cantrips of your choice from the wizard spell list. When you cast Friends, targets do not know that you influenced them with magic and do not become hostile the first time you use it on them every 24 hours. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the vampire table.
Spell Slots: The Vampire table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these vampire spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher: You know four 1st level wizard spells of your choice spells on the wizard spell list. The Spells Known column of the Vampire Spell casting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class. you can learn one new spell of 1st, 2nd, or 3rd level. The spells you learn at 4th, 8th, 12th, 16th and 20th level can come from any school of magic.
Spell Casting Ability: Charisma is your spell casting ability for your vampire spells, since the power of your magic relies on your ability to manipulate the power of life to project your will into the world. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard 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
Master of Enchantment and Illusions
Beginning at 7th level, when you use an Enchantment spell on another creature they cannot tell if you have used magic on them or not should the spell fail or its duration finish. In addition creatures have disadvantage on all saving throws for your enchantment and illusion spells.
Starting at 11th level you can transform into your true monstrous form as an action, all your gear and magic items can either meld into the form unless you choose for them not to. While in this form you cannot be wearing armor or wield a shield, if you cast a spell on your turn you can make a melee attack as a bonus action, you gain a fly speed equal to your walking speed, you grow one size larger, your melee and ranged weapon attacks deal 1d4 extra damage.You have resistance to bludgeoning, piercing, and slashing damage.
The first time a creature within 30ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Good and neutral creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Evil creatures that fail this saving throw are charmed by you for 1 minute, a creature charmed this way is not under your control but will remain in awe of you for the duration. Any damage that you or your allies deal to the creature automatically ends the effect. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action.
At 20th level this ability grants you the following traits, Necrotic damage now heals you instead of you being immune to it, your fly speed doubles and you gain immunity to Non magical damage from bludgeoning, piercing, and slashing damage. Once you use this ability it cannot be used again until you complete a long rest.
At 18th level, You can spend 2 Crimson Points to target a number of creatures equal to your Charisma mod that you can see within 60ft as an action. If the target can see you, the target must succeed on a Wisdom saving throw against this magic 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 your control, it takes your requests or actions in the most favourable way can, and it is a willing target for you to drink blood from it. Each time you or 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 7 days or you are killed, is on different plane of existence than the target, or takes a bonus action to end the effect.
Savage vampires are undead consumed by their thirst for blood. Feral and brutish, these vampires stalk the wild reaches of the world like starving animals, gaining power over degenerate scavengers and abandoning their coffins for filthy, darkened holes. Although they often slake their thirst on animals, humanoid hunters and civilised travellers make just as savoury meals. However some of these individuals end up living amounst druids and other fey and learn to use their power to defend the lands from those who would destroy it, of course these is all just a way to feed with out being harassed by adventurers. (This subtype is an optional rule/subtype that should only be taken if the DM allows for it).
Starting at 3rd level, you can use a bonus action to spend 6 Crimson points to enter a feral frenzy of blood lust. While frenzied you deal an additional Necrotic damage equal to your current unarmed attack damage die with your claws. And are resistant to weapon damage types that are not silvered. Additionally you have advantage on roles against any effect that would charm, control or Frighten you. This Frenzy lasts for 1 minute or until you either fall unconsious /or turn to dust.
-However while in your Frenzy you must continue to attack all creatures close to you even when your enemies are slain. As a bonus action you can attempt a DC 15 Wisdom saving throw, to snap out of your Frenzy. If your hp is below half the DC for this saving throw is now 18. If you are below 10 hp the Dc is 22. Greater Restoration from another creature can be used in place of the saving throw.
Keen Hearing and Smell
Starting at 3rd level, a savage vampire gains the to track creatures by noise and scent. You gain proficiency in survival and have advantage on Wisdom(Perception) checks that rely on hearing or smell.
Sharp fangs and claws
Starting at 7th level, your fangs and claws are much larger when you become furious for blood. You deal Additional dice when you land your Critical hits with either your claws or fangs. They will get an additional dice when you land a Critical hit. This increases to 2 additional dice at 13th level, and 3 additional dice at 17th level.
Starting at 11th level you can transform into a complete horrid form as an action and using 10 Crimson points. Your claws/teeth grow much larger and sharper all your gear and magic items can either meld into the form. While in this form you cannot be wearing armor or be wielding a shield. You also gain the following benefits; you are considered to be under the effect of the 'Haste' spell, the damage dice of you unarmed attacks/bite attacks is now 1d12, and when you slay a creature while in this form you gain temporary hit points equal to your level. When first time a creature within 60ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action. At 20th level this ability grants you the following traits, Extra Attack(2) and Necrotic damage now heals you instead of you being immune to it. Once you use this ability it cannot be used again until you complete two long rests.
At 18th level, you can cripple an opponent's mind just by looking into his or her eyes. As a action by spending 5 crimson points, you can target one creature within 30ft and it must succeed on a charisma saving throw or immediately be affected as if by the spell 'feeblemind'.
Prerequisites. To qualify for multiclassing into the Vampire class, you must meet these prerequisites: 13 Dexterity and 16 Charisma.
Proficiencies. When you multiclass into the Vampire class, you gain the following proficiencies: Stealth.