Vampire Assassin (5e Class)
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- 1 Vampire, Assassin
- 1.1 Introduction
- 1.2 Class Features
- 1.2.1 Table: The Vampire, Assassin
- 1.2.2 Vampirism
- 1.2.3 Vampiric Weakness
- 1.2.4 Bladed Fingers
- 1.2.5 One With Shadows
- 1.2.6 Ability Score Increase
- 1.2.7 Vampiric Regeneration
- 1.2.8 Extra Attack
- 1.2.9 Mistform
- 1.2.10 Death Gaze
- 1.2.11 Terrifying Presence
- 1.2.12 Resilience
- 1.2.13 Vampiric Seduction
- 1.2.14 Taste of immortality
- 1.3 Vampiric Attunement (Royal)
- 1.4 Multiclassing
Full disclaimer: I am only making this page as a test for a friends homebrew campaign to see if it works, i have used inspiration and copied pre-existing classes and copyrighted some stuff too. I hope that's not a problem but if it is i apologize. This is only for my personal use, if it lacks required information, tough shit.
As a Vampire, Assassin you gain the following class features.
- Hit Points
Weapons: Unarmed, simple
Tools: Thieves tools
Saving Throws: CON, CHA.
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
|2nd||+2||Bladed Fingers, One With Shadows||1d4|
|4th||+2||Ability Score Improvement, Ability Score Improvement||1d4|
|6th||+3||Mistform, Ability Score Improvement||1d6|
|8th||+3||Ability Score Improvement, Ability Score Improvement||1d8|
|10th||+4||Resilience, Extra Attack||1d8|
|12th||+4||Ability Score Improvement, Ability Score Improvement||1d8|
|14th||+5||Taste of Immortality||1d10|
|16th||+5||Ability Score Improvement, Ability Score Improvement||1d10|
|19th||+6||Ability Score Improvement, Ability Score Improvement||1d12|
At 1st level, you gain the ability Impenetrable Skin.
While you are not wearing armor, your AC is equal to 10+your Constitution modifier+your Dexterity modifier. You are also resistant to nonmagical damage and cold damage.
You are vulnerable to fire and radiant damage. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage every turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a DC (11+your Dexterity modifier+your Charisma modifier) Strength or Dexterity check. Recovering yourself requires an action.
At 2nd level, your fingernails become as sharp as knives. Your unarmed attacks deal 1D4 slashing damage and count as magical. This damage increases at 5th, 8th, 17th, and 20th level. In addition your unarmed strikes now rely on your Dexterity modifier.
One With Shadows
At Second level you gain proficiency in the stealth skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Dexterity (stealth check you make)
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 normal, you can't increase an ability score above 20 using this feature.
At 3rd level, as an action, you can regenerate 2d6 + Constitution modifier hit points or reattach a limb. This can not be done if you took fire or radiant damage the preceding turn.
At 18th level, this ability increases to 2d12 + Constitution modifier.
At 5th level you gain an extra attack. You gain another at 10th level(2) and 17th level(3). Starting at 5th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 6th level, you may use an action to become surrounded by a misty bat form and teleport to a distance of up to 45 feet in a space you can see, This ability does not cause attackive opportunity. Mistform requires concentration and can last for up to 1 hour. You cannot use this feature again until you have finished a long rest.
At 7th, you can focus on an area in front of you. As an action, every creature in a 60 foot line must succeed on a DC16 Dexterity saving throw. On a failure, they take 2d8 necrotic damage and their movement speed is halved for 2 rounds. You can use this equal to your constitution modifier per long rest
At 9th level, you can cast Fear non-magically once per long rest. This increases to twice at 12th level, and thrice at 16th.
At 10th level, choose one: (a) You no longer take radiant damage from sunlight, or (b) You no longer take radiant damage from silver. At 16th level, gain whichever option you didn't choose.
At 13th level, as an action, you can non-magically cast Dominate Person as if with a 7th level spell slot. At 18th level, you cast Fear, then Dominate Person, as a single action. You regain use of this feature at the end of a long rest.
Taste of immortality
A powerful enough vampire can even survive having their head split in two. At 14th level, if an attack would have knocked you unconscious or killed you, you can choose to instead drop to one hit point. You can do this once, regain use of this feature at the end of a long rest.
Vampiric Attunement (Royal)
At 4th level, you can drop your body’s temperature to absolute zero as a bonus action. This lasts until the end of a short or long rest. If you are grappling or being grappled by a creature when you do this, they must succeed a Dexterity saving throw or take 2d12 damage and be paralyzed for 5 turns or they are warmed with fire.
At 7th level, after activating Vampiric Freeze, your very presence deals 1d4 cold damage to any creature that makes a melee attack against you.
At 11th level, you can activate Vampiric Freeze a second time, adding an additional 1d4 cold damage to your unarmed attacks and a grapple damage possibility. While in Deep Freeze, any liquid you touch instantly becomes a solid, and any creature that ends its turn within 10 feet of you must make a constitution saving throw (8 + Proficiency bonus + Constitution modifier) or have its movement speed halved until the end of its next turn.
At 15th level, upon activating Vampiric Freeze a thin layer of ice forms around my body, granting me a +2 bonus to my AC
At 20th level, you have mastered the ability to not only freeze space, but time. As an action, you can stop time. For the next 6 seconds (until your next turn), every creature is considered unconscious and paralyzed, and everything is frozen in place. You regain this ability after a long rest.
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: