Vampire Hybrid (5e Class)

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vampire hybrid[edit]

a creature born due to an unholy affair between a female vampire and a mortal man. typically under these circumstances no baby could survive however in rare cases a child defies the odds and survives the early stages of implantation. this is you. you are born a being with one half of your body consisting of your mortal flesh and the other a vampiric being. due to the nature of these sides the individuals life expectancy is drastically reduced as the vampirism attempts to consume the host in attempts to feed. most vampires consider this a disgusting state and will attempt to purge or cleanse them in many ways. typically a being born through this nature is sentenced to death which is viewed as a mercy however on special occasions the vampires may choose to attempt to turn you into a pure vampire via unnatural means by attempting a ritual that mimics that of the creation of new vampires and injecting the hybrid with their own mana as well as using healing and reinforcement magics to prevent death during the turning process. a pure vampire can be created however at extreme risks. this is not what you are. you are the risk. at a much lower rate a hybrid may still retain their hybrid status and survive instead having the curse and their vampirism in a constant state of feeding on one another and regeneration. the perfect balance. the curse side mimics that of the effects it was under during the ritual and has a tendency towards healing and strengthening allies and itself whereas the vampirism side is the polar opposite using its opponents blood against them by manipulating it as well as feeding on it to boost itself.

= <!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a vampire hybrid you gain the following class features.

Hit Points

Hit Dice: 1d6 per vampire hybrid level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per vampire hybrid level after 1st

Proficiencies

Armor: light armour
Weapons: simple
Tools: Poisoner’s Kit
Saving Throws: constitution, charisma
Skills: acrobatics, arcana, athletics, history, intimidation, perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • simple weapon
  • Poisoner's Kit
  • (a) empty vials or (b) empty bottles
  • If you are using starting wealth, you have 6d4 x10 in funds.

Table: The vampire hybrid

Level Proficiency
Bonus
Features blood reserve
1st +2 Hybrid realisation 3+con
2nd +2 <!-Class Feature2-> 5+con
3rd +2 <!-Class Feature3-> 7+con
4th +2 Ability Score Improvement 9+con
5th +3 11+con
6th +3 13+con
7th +3 15+con
8th +3 Ability Score Improvement 17+con
9th +4 19+con
10th +4 21+con
11th +4 23+con
12th +4 Ability Score Improvement 25+con
13th +5 27+con
14th +5 29+con
15th +5 31+con
16th +5 Ability Score Improvement 33+con
17th +6 35+con
18th +6 37+con
19th +6 Ability Score Improvement 39+con
20th +6 41+con

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->
Hybrid realisation

you are a hybrid of a vampire and some other race, normally such hybrids could not survive however due to having been inflicted by a curse in attempt to turn you into a pure vampire instead this curse now fights your vampire side at all times in an unending combat where both sides are healing and destroying at an equal rate. this has granted you new powers most vampires do not poses. One side takes .the other gives. your cursed side possesses the power to heal others using blood stored in your blood reserve. this is equal to d4 equal to the number of blood reserve points used to a maximum of your constitution modifier. your vampiric side takes blood from your opponents or other incapacitated or willing creatures in order to be stored in your blood reserve and used at a later date. this move does 1 d4 dmg and the damage dealt then gets converted into blood reserve points.

after reaching 3 dominance points. (curse side) each use of the healing feature costs dmg equal to halve the health gained by the target. however you get a healing bonus equal to that of the number of dominance points and no longer uses blood reserves (vampire side) each use of the draining feature costs dmg equal to 1d6 + dominance points. Move now deals necrotic damage equal to 1d4 + dominance points.

blood reserves.

blood reserves is how you store your victims blood at the start you begin with 3+con maximum reserves which increase each level. these reserves are used in nearly all moves.

dominance points

dues to the nature of your body being at constant war with itself you require balance and this portrays itself when using your features. when using a feature belonging to a specific side (curse, vampire) you must add a dominance point to that side of your body. reaching a certain number of dominance points on one side alters the way that abilities belonging to that side operate but also cause them to become less stable and have greater consequences or costs. to remove dominance points you must use features belonging to your other side. each feature use brings the opposing sides points down by 1.

maximum points
level points limit
lvl 1 5
lvl 2 6
lvl 3 7
lvl 4 8
lvl 5 9
lvl 6 10
lvl 7 11
lvl 8 12
lvl 9 13
lvl 10 14
lvl 11 15
lvl 12 16
lvl 13 17
lvl 14 18
lvl 15 19
lvl 16 20
lvl 17 21
lvl 18 22
lvl 19 23
lvl 20 24
blood-mana

due to your magical nature and origins as a vampire you are innately talented in the use of magic. this allows you to learn and use spells similar to that of a full caster. you do not naturally have spell slots and instead must spend 4 blood reserve points to create a level 1 spell slot and you must spend an additional 4 blood reserve points for each level increase to a limit of 5th level. spell slots dissipate after a long or short rest and spell slots cannot be upgraded or improved after the initial creation.

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Spell List[edit]

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->

Multiclassing[edit]

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:

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