Vampire Lord, Variant (5e Class)

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Vampire Lord[edit]

Awakened to an endless night, Vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast reflections, and any Vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Adventuring Vampire Lords have recently awoken from a long slumber which has left their bodies frail and weakened. The Vampire Lord searches for victims and treasures in order to regain their great Vampiric power and once prominent position in Vampiric society. A Vampire Lord has several Vampires that serve him, able to carry our numerouse missions and tasks for the Vampire Lord or to be used to defend the Vampire Lords domain. Each Vampire also has several Vampire Spawn under their control. (see page 295-298 in the Monster Manual for information on Vampires and Vampire Spawn.) This gives the Vampire Lord a network of allies to help in his exploits. After awakening from their, sometimes century long, slumber; A Vampire Lord will need to travel and adventure in order to raise his fame or infamy to draw the attention of his brood. However, if the Vampire Lord attempts to contact his coven before enough strength is regained , they might attempt to destroy him to gain their freedom. Of course, the threat of rival Vampire Lords is also and ever existing threat.

Class Features

As a Vampire Lord you gain the following class features.

Hit Points

Hit Dice: 1d12 per Vampire Lord level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Vampire Lord level after 1st

Proficiencies

Armor: Light armor and Medium armor
Weapons: Simple weapons, Martial weapons
Tools:
Saving Throws: Strength and Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Persuasion,Athletics and Investigation

Equipment

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

  • (a) a longsword or (b) a weapon of your choice
  • (a) scalemail or (b) leather armor and shield
  • (a) explorer's pack or (b) dungeoneer's pack
  • fine clothes

Table: The Vampire Lord

Level Proficiency
Bonus
Features
1st +2 Vampire Weakness, Vampire Strength, Longevity, Clawed Strike, Spider Climb, Unarmored defense
2nd +2 Shapechanger, Bite
3rd +2 Regeneration
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Charm
7th +3 Magic Initiate
8th +3 Ability Score Improvement
9th +4 Darkness,Mirror Image
10th +4 Improved Claw Strike
11th +4 Children of The Night
12th +4 Ability Score Improvement
13th +5 Vampiric Touch
14th +5 Parry
15th +5 Shadow Hide,Extra Attack
16th +5 Ability Score Improvement
17th +6 Greater Shapechanger
18th +6 Extra Attack
19th +6 Ability Score Improvement
20th +6 Dark Sun/Blood Moon

Vampire Weakness[edit]

At 1st level, the Vampire Lord has the following flaws:

-Undead. Your creature type turns to "Undead"


-Sunlight Hypersensitivity. While the Vampire Lord is in direct sunlight, it has disadvantage on Attack rolls and Ability Checks.


-Blood Nourishment, The "Vampire Lord" needs to consume a quantity of human blood equal to an bag of blood every 3 days.After 3 days without feeding, the "Vampire Lord" must make a wisdom saving throw (DC 13), going into a frenzy and attacking everything in front of him until his thirst for blood is satisfied, it is at the DM's discretion whether and when you should repeat this saving throw.


Forbiddance, "The Vampire Lord" is restricted of entering an residence by a magic barrier unless it's invited.

Vampire Strength[edit]

At 1st level, the Vampire Lord has the following features;

Resistance to Necrotic and Cold damage;


Darkvision with a range of 120 feet


Immunitty to poison and disease.


You gain a +2 to your AC while you are not wearing any armor.

Unarmored Defense[edit]

At 1st level your skin hardens and your senses sharpen, giving you an AC of 14+Con mod+Str mod.

Longevity[edit]

Vampires don't age and because of your long lifespan you have gathered lots of knowledge. You have proficiency in History checks.

Clawed Strike[edit]

At 1st level, the Vampire Lord slashes at his opponents with his razor sharp claws. Makes a melee attack on one creature within reach. On a hit the creature takes 1d8+Str. or Dex. Mod. slashing damage. You can use a bonus action to grapple the target after the attack.

Spider Climb[edit]

At 1st level, the "Vampire Lord" can climb on walls and ceilings. At 3rd level, "Vampire Lord" can walk on them without the use of his hands. By 8th level, even if the wall would count as rough terrain to those with spider climb, "Vampire Lord" now treats it as normal terrain.

Shapechanger[edit]

At 2nd level, If the Vampire Lord isn't in direct sun light or running water, it can use its bonus action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the Vampire Lord can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. While in mist form, the Vampire Lord can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, the mist can pass through cracks and small spaces, but it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.

Bite[edit]

At 2nd level, the Vampire Lord bites into the flesh of a creature in order to feed from the blood within. Target a willing creature or make a melee attack to bite a creature. On a hit it takes 2d8 plus your Strength Modifier. Piercing damage and regain hit points equal to the damage dealt. This damage increases by 1d8 when you reach levels 5, 8, 11, 14, 17 and 20. A humanoid slain in this way rises after 30 minutes as a Vampire Spawn or a Vampire Day Walker, obeying every spoken command the Vampire Lord gives, they also can communicate telepathically with the Vampire Lord, if they are in the same plane.

Creating a Day Walker[edit]

You have the ability to create a Vampire Day Walker, you now possess the knowledge to create a Spawn that possesses the ability to walk under the sun, called a Day Walker. To do this, a dying creature you consider worthy must swallow your blood, either willingly or by force. A Day Walker has an increase of Hit Points equal to the 'Vampire Lord' Con Mod+Str Mod+Prof Bonus x 10, they receive a +3 to their AC and +3 in all their physical attributes, they also level up with you, increasing their hit points an amount equal to your next level x 2, and their AC increases to +1 every 2 levels. However, they receive all the 'Vampire Lord' flaws and strenghts.

Regeneration[edit]

At 3rd level, the Vampire Lord can recover from almost any level of damage sustained by their bodies. On each turn regain hit points equal to your Constitution score as long as you are not in direct sunlight. If you take radiant damage or damage from holy water, this trait is disabled until your next turn.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Only one of which can be a bite attack.

Charm[edit]

At 6th level, the Vampire Lord has mastered the ways of seduction and manipulation. The Vampire Lord targets one humanoid it can see within 30 ft. of it. If the target can see the Vampire Lord, the target must succeed on a DC 15+Prof+Cha Mod Wisdom saving throw against this magic or be Charmed by the Vampire Lord. The Charmed target regards the the Vampire Lord as a trusted friend to be heeded and protected. Although the target isn't under the the Vampire Lord's control, it takes the the Vampire Lord's requests or actions in the most favorable way it can, and it is a willing target for the Vampire Lord's bite Attack. Each time the Vampire Lord or his allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Vampire Lord dies, travels to a different plane of existence than the target, or takes a Bonus Action to end the effect.


In addition the Vampire Lords Strength and Constitution scores increases by 4 to a maximum of 24.

Magic Initiate[edit]

At 7th level, the Vampire Lord has lived for centuries. Through this time they gain knowledge and understanding from the darker arcane arts. The Vampire Lord gains the magical skill to be considered a warlock of the same level, gaining the Eldritch Invocations and main casting abilities; but not the patron features, arcanum, or eldritch master abilities.

Darkness[edit]

At 9th level, the Vampire Lord has learned from trial and error to always have protection against the most dangerous enemy The Sun. The Vampire Lord can cast the Darkness spell on themselves. Once you've used this feature, you can't use it again until you've finished a short rest.

Mirror Image[edit]

At 9th level, the Vampire Lord has mastered illusion and perfected ways to deceive enemies during combat. You can cast the Mirror Image spell. Once you use this feature, you can't use it again until you've finished a short rest.

Improved Clawed Strike[edit]

At 10th level, the Vampire Lord can channel the negative energy within it's body to augment their physical strikes. When attacking with the Clawed Strike, on a hit, the Vampire Lord adds 2d8 plus your Constitution Modifier Necrotic damage, and count as magic weapons for the purpose of overcoming non magic resistances.

Children of The Night[edit]

At 11th level the "Vampire Lord" can magically calls 2 Nightwing Bats. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. (Check the Monster Manual for greater information.)

Vampiric Touch[edit]

At 13th level, the Vampire Lord does not always need to bite his prey in order to gain nourishment. You can now cast the Vampiric Touch spell. Once you've used this feature, you can't use it again until you've finished a short rest.

Parry[edit]

At 14th level, the Vampire Lord has been training for centuries and is adept in martial combat. The Vampire Lord gains the Parry reaction. You add your proficiency modifier to your AC against any melee attack that would hit it. To do so you must see the attacker.

Shadow Domain[edit]

At 15th level, the Vampire Lord has the ability to vanish into shadows, counting as if it were in a different plane of existence and ignoring every external influence, the Vampire Lord can remain hidden for as long as they please, however they can't take any action other than returning to they true form.

Extra Attack[edit]

At 15th level, you can attack three times, instead of two, whenever you take the Attack action on your turn. Only two of which can be a bite attack.

Greater Shapechanger[edit]

At 17th level, the Vampire Lord has remastered his ability to Shapechange. If the Vampire Lord isn't in direct sun light, it can use its action to polymorph into a giant bat or a Medium cloud of vampiric mist, or back into its true form. While in giant bat form, the Vampire Lord can use the Bite attack three times without grappling, speak telepathically to creatures within 30 feet, its walking speed is 5 feet, and it has a flying speed of 60 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in vampiric mist form, the Vampire Lord can use Bite action, but can't speak or manipulate objects. It is weightless, has a flying speed of 60 feet, can hover, and can enter a hostile creature's space and stop there in order to take the Blood Siphon action. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.

Extra Attack[edit]

At 18th level, you can attack four times, instead of three, whenever you take the Attack action on your turn. Only two of which can be a bite attack

Dark Sun/Blood Moon[edit]

In the 20th After reaching the peak of your vampiric powers, you're able of impose your dark presence upon the other creatures,shooting an arrow of blood to shroud the sun or turn the moon into your ally. As an action, you can sacrifice the life force of 10 Vampire Spawns and receive 20d6 of necrotic damage that can't be reduced in any form. For the next 10 hours you and your spawns of any kind up to 200 miles receive the following benefits:

The bite attacks made by you now deal an additional 4d10 necrotic damage, their AC increases by 5 and creatures bitten suffer a permanent reduction of their Constitution score by 1. If this reduction reduces a creature's Constitution to 0, it dies, and you gain additional hit points equal to the creature's Hit Dice x 2.
The Blood Moon weaves a protective aura around you. You gain resistance to all damage, and any creature that makes a melee attack against you takes necrotic damage equal to your Charisma modifier x 2. Additionally, once per round, when you take damage, you can use your reaction to instantly regain hit points equal to half the damage taken.
As a bonus action, you can teleport up to 90 feet to an unoccupied space that you can see within the Blood Moon's shadow. This teleportation is silent and does not provoke opportunity attacks. 

After the 10 hours have passed You receive 5 levels of exhaustion and the sun start to give you 10 radiant damage for 1d6 weeks.

Multiclassing[edit]

To multiclass into "Vampire Lord" must have 16 Str, 16 Con. Gains proficiency in martial weapons.

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