Vampire Assassin Variant (5e Class)
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- 1 Vampire, Assassin Necroice
- 1.1 Introduction
- 1.2 Class Features
- 1.2.1 Table: The Vampire, Assassin Necroice
- 1.2.2 Vampirism
- 1.2.3 Vampiric Weakness
- 1.2.4 Bladed Fingers
- 1.2.5 Bleed
- 1.2.6 One With Shadows
- 1.2.7 Vampiric Regeneration
- 1.2.8 Vampiric Affiliation
- 1.2.9 Desperate Reflex
- 1.2.10 Ability Score Increase
- 1.2.11 Vampiric Bite
- 1.2.12 Extra Attack
- 1.2.13 Mistform
- 1.2.14 Death Gaze
- 1.2.15 Terrifying Presence
- 1.2.16 Resilience
- 1.2.17 Vampiric Seduction
- 1.2.18 Taste of immortality
- 1.3 Subclasses
- 1.4 Noble Vampire
- 1.5 Iceblood Vampire
- 1.6 Multiclassing
Vampire, Assassin Necroice
Welcome to a Variant of the Vampire Assassin,
When creating this Vampire you'll want to prioritize staying out of direct sunlight so create something that can stay concealed,
The class is set to be prioritizing unarmed combat and self sustaining, it doesn't deal a large amount of damage but it can negate alot of damage.
But if you're un-careful, you can be defeated in a flash.
As a Vampire, Assassin Necroice you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Vampire, Assassin Necroice level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vampire, Assassin Necroice level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple Weapons, rapier, shortsword,longsword, scimitar,
Tools: Thieve's Tools
Saving Throws: Constitution and Charisma.
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:
- (a) a simple weapon and or (b) a martial weapon and a shield
- (a) chain shirt or (b) leather armor
- thieve's tools
- (a) dungeoneer's pack, common clothes and a bottle of blood or (b) explorer's pack, fine clothes with hood
- If you are using starting wealth, you have 5d4 × 10 in funds.
|1st||+2||Vampirism, Bladed Fingers||1d4|
|2nd||+2||One With Shadows,||1d4|
|3rd||+2||Desperate Reflex, Vampiric Regeneration||1d6|
|4th||+2||Ability Score Improvement, Vampiric Bite,||1d6|
|8th||+3||Ability Score Improvement||1d10|
|10th||+4||Resilience, Extra Attack||1d10|
|12th||+4||Ability Score Improvement||1d10|
|14th||+5||Taste of Immortality||2d6|
|16th||+5||Ability Score Improvement||2d6|
|19th||+6||Ability Score Improvement||2d8|
You may only eat rare or raw meat and drink blood.
You do not need to breathe
You have darkvision, allowing you to see up to 60 feet in complete darkness.
You are resistant to non-magical damage
You are vulnerable to all forms of radiant damage.
If an amount of skin equal to the surface of your head or greater is in direct sunlight, You take 1d6 radiant damage every turn and have disadvantage on all actions.
Before taking this damage you may roll a Dexterity saving throw if you roll greater than the base damage (before vulnerability damage) you will conceal yourself in time to prevent the damage.
Creatures attempting to reveal you to direct sunlight must use an action to succeed a DC (11 + your Dexterity modifier + your Charisma modifier) Strength or Dexterity check. Recovering yourself requires an action, this recovery does not require a roll.
If entering a chapel or holy establishment during the day you will suffer 2d4 radiant damage upon entering. If entered at Night 1d4 radiant damage upon entering.
You may not enter a home owned by a person or creature without permission. Failing to acquire permission will cause you to suffer 1d4 radiant damage.
Should a holy symbol be placed upon bare skin you will suffer 1d4 radiant damage, you may if unrestrained roll a Dexterity saving throw to move away.
At 6th level, you no longer take damage from sunlight, However 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.
At 11th level, you no longer have disadvantage in sunlight
At 1st level, your fingernails become as sharp as knives and draw blood from the attacked target if applicable. Your unarmed attacks deal 1d4 slashing damage and count as magical. This damage increases at 3rd, 5th, 8th 13th, and 17th 20th level.
If your target has bled from your attack you can use a bonus action to heal half of the damage dealt, If over-healed will convert the excess health into a Temporary Health up to half of your maximum total This health is stored until a Long Rest.
If Bladed Fingers scores a critical or lands on the maximum damage side it will deal the bleed status effect
In addition your unarmed strikes now rely on your Dexterity modifier.
Until a bleeding creature makes a short rest or is healed, You gain advantage tracking this creature and it takes half of the damage dealt per turn until the creature loses consciousness, after it's third turn bleeding it is imposed with Disadvantage.
One With Shadows
You have advantage on attack rolls against any creature that hasn't taken an attack action in the combat yet.
At 3rd level, as a bonus action, you can regenerate 2d6 + Your Constitution modifier to heal your lost hit points. This can not be done if you took radiant damage the preceding turn.
This can be done up to the maximum of your Constitution Modifier
You may also re-attach your limbs as an action or bonus action.
Additionally you may take 1dX damage and place your blood into a vial or container, the number rolled will heal that amount in hit points to the Undead that drinks it, if they are not undead it will have no healing effect.
Containers can only hold up to the maximum of your total hit points, Only one container can be filled at once.
If a creature drinks your blood they will have to succeed a Constitution save higher than 11 else they will turn into an Vampiric Affiliation.
(1dX meaning you choose the dice to roll, example 1d20 and you will a 16 you will take 16 damage and create a healing vial for 16 hit points.)
Those successfully turned into one of Vampiric Affiliation suffer the following effects:
You may only eat rare or raw meat and drink blood.
You do not need to breathe.
You have darkvision allowing you to see up to 60 feet in complete darkness.
Whilst under this effect gods or any religious deity cannot assist or hear your voice, abilities to call upon a higher power will also be denied.
All vulnerabilities and weaknesses currently possessed by the Vampire are shared to those they bite.
To break the Vampiric Curse you may do the following -
If under a religion you must suffer a heavy price, You must remain in your church for a total of four hours during the daytime,
You will be given a series of painful rolls in the form of Radiant Damage as your god punishes you for falling pray to this corruption.
4 Hours must be used to complete this ritual during so
1 Hour pass : 1d4 radiant damage
1 Hour pass : 1d12 radiant damage
1 Hour pass : 2d4 radiant damage
1 Hour pass : 2d12 radiant damage
Should the creature be above 13th level double these damage values.
Each damage tick can be avoided with a special roll of a d4
If the player rolls an even number they avoid the damage completely.
If they roll a odd number they take the full damage.
Should the affected creature die during this exorcism they will fall unconscious and will awaken hungry for blood.
Starting at 3rd level, while you are wielding a finesse weapon or unarmed (Bladed Fingers) and are hit by a melee attack, you can use your reaction to roll a single weapon against the target subtracting the damage dice from the damage you take, potentially causing the attack to cause no damage to you.
At 7th level, if you reduce the damage of an attack to 0 using this feature, you may make a single weapon attack from your offhand against the attacker as part of your reaction.
At 13th level, you can also subtract your Strength modifier from the damage when you use this feature.
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 4th level, if targeting a living creature with Vampiric Bite dealing 1d6, 1d8 at 8th level, and 2d6 at 11th level. non magical piercing damage healing you for the damage dealt, they will be given a chance of a Wisdom (13) saving throw, being charmed on a failed save.
If targeting a lesser and normal dead organic creature with this vampiric bite, the target will resurrect as a zombie they will remain controllable to you as long as they remain within 120 feet of you, If it leaves this radius it will go berserk and uncontrollable, Each zombie you control reduces your maximum range by 10 feet.
If the targeted dead organic creature was considered powerful or might (for example, a goblin lord, leader, elite, etc.), this will in turn them into a vampire spawn.
Summoning this creature will prevent you from raising any further creatures until it leaves your side. Once you use this feature, you can't use it again until you complete a long rest.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 10th level in this class and to four when you reach 17th level in this class.
At 6th level, you may use an action to become surrounded by a strong mist and shapeshift into a bat increasing your base movement by 15 feet.
Moving in this form causes you to teleport using your maximum speed.
Your movements in this form do not cause attacker opportunity.
Mistform requires concentration (as if you where casting a spell) and can last for up to 1 hour.
whilst in this form you are immune to all forms of damage however cannot attack or use actions or bonus actions until you leave this state.
You cannot use this feature again until you have finished a long rest.
At 7th level, you can focus on an area in front of you. As an action, every creature in a 60 foot line of you must succeed on a Dexterity saving throw with a DC 8 + your proficiency bonus + your Charisma modifier.
On a failure, they take 2d8 necrotic damage and their movement speed is halved for 2 rounds.
You can use this feature a number of times equal to your Constitution modifier. You regain all your expended uses after a long rest, or after the consumption of a living organic targets blood, this will deal 1d6 damage to the target to complete the amount required.
At 9th level, you can cast fear non-magically once per long or short rest.
This increases to twice at 12th level, and three times at 16th.
At 10th level, You no longer take radiant damage from silver. Additionally Raise your AC by 1 + your Strength modifier. if unarmored
At 13th level, as an action, you can non-magically cast dominate person as if with a 7th level spell slot.
Taste of immortality
At 14th level if an attack would have knocked you unconscious or killed you, instead will drop you to one hit point.
This effect is extended to those who carry your blood in their veins, However after activation of this skill they will no longer have anyway to recover it.
You can do this once, regain use of this feature at the end of a long rest. Or land a killing blow with Vampiric Bite
You train yourself in the art of open combat. While stealth may be used complimentary to your fighting skill, it is secondary once battle breaks loose. This subclass is common with those that find themselves in a scuffle more often than they would like, and their nails is just as deadly as any sword.
- Dual Claws
When you choose this Subclass at 3rd level, you gain an enhanced ability using your nails.
You gain proficiency in duel wielding with your claws.
- Flick of the Wrist
When you do not have a weapon equipped should you initiate on an enemy they will be surprised.
Should you use your claws to Parry an attack of a bladed attack type gain advantage if it isn't bladed you do not gain advantage.
- Empowered Attack
Beginning at 9th, Should you strike with your off-hand Claw you gain advantage on this attack and pushes the target enemy back by 10 feet
You can now strike with your Bladed Fingers after using Bladed Fingers as a bonus action,
this bonus action will deal the same damage as your current level of Bladed Fingers and will deal necrotic damage.
- Chink in the Armor
Once you are 13th level, should you strike into a target that can bleed your attacks ignore 2 AC from the targets armor.
When you choose this Subclass at 3rd level, you gain an enhanced abilities to improve your survival.
- Sunlight Resistance
You are no longer vunarable to non radiant magic damage. Creatures that are exposed to your blood will suffer 1d4 necrotic damage.
- Vampiric Freeze
If you are able to grapple a creature when you do/done this, they must succeed a Dexterity saving throw or take 2d12 cold damage or 1d12 necrotic damage and be paralyzed for their next turn or they are warmed with fire.
You are resistant to cold damage whilst in this form, however become vulnerable to fire
- Frosty Veins
Beginning at 9th level, Your blood flow has now slowed, Your hunger for blood has lowered,
You are resistant to damage over time poisons and disease effects, however the initial damage will be counted normally.
You may now choose to deal cold damage with your claws whenever you attack.
+2 bonus to your AC
- Empowered Ice
Once you are 13th level, your very presence deals 1d6 cold damage to any creature that makes a melee attack against you.
In addition should you be unarmored you will deal an additional 4 cold damage with your claw per strike.
Proficiencies. When you multiclass into the vampire assassin class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, alchemist supplies.