Vampire Lord, Variant (5e Class)
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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.
As a Vampire Lord you gain the following class features.
- Hit Points
Armor: Light armor and Medium armor
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength and Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Persuasion,Athletics and Investigation
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
|Vampire Weakness, Vampire Strength, Longevity, Clawed Strike, Spider Climb, Unarmored defense
|Ability Score Improvement
|Ability Score Improvement
|Improved Claw Strike
|Children of The Night
|Ability Score Improvement
|Shadow Hide,Extra Attack
|Ability Score Improvement
|Ability Score Improvement
At 1st level, the Vampire Lord has the following flaws:
-Unholy. The Vampire Lord" takes double Radiant Damage.
-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 15), going into a frenzy and attacking everything in front of him until his thirst for blood is satisfied, do this with disadvantage If you are in combat, 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.
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.
At 1st level your skin hardens, giving you an AC of 14+Con mod+Str mod.
Vampires don't age and because of your long lifespan you have gathered lots of knowledge. You have proficiency in History checks.
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. Instead of dealing damage, the vampire can grapple the target.
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.
At 2nd level, If the Vampire Lord isn't in direct sun light or running water, it can use its 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.
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.
Creating a Day Walker
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 possesses all of its original abilities, with the exceptions of an additional +2 to Strength or Dexterity. And also now possess non-retractable fangs, along with an immunity to poisons and 30ft of Darkvision. However, even though their personality remains the same they still have to obey the Vampire Lords commands.
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.
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.
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.
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.
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.
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
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
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.)
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.
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.
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.
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.
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 Blood Siphon abilities, 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.
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
At 20th level, if you fail a saving throw or an ability check, you can choose to succeed instead. Alternatively, if your attack misses a target within range, you can turn the miss into a hit. You may use this ability a number of times equal to your wisdom modifier before requiring a long rest.
To multiclass into "Vampire Lord" must have 16 Str, 16 Con. Gains proficiency in martial weapons.