Vampire Lord (5e Class)
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- 1 Vampire Lord
- 2 Class Features
- 2.1 Table: The Vampire Lord
- 2.2 Vampire Weakness
- 2.3 Vampire Strength
- 2.4 Clawed Strike
- 2.5 Shapechanger
- 2.6 Bite
- 2.7 Regeneration
- 2.8 Extra Attack
- 2.9 Spider Climb
- 2.10 Magic Initiate
- 2.11 Darkness
- 2.12 Mirror Image
- 2.13 Charm
- 2.14 Improved Clawed Strike
- 2.15 Misty Escape
- 2.16 Vampiric Touch
- 2.17 Parry
- 2.18 Shadow Hide
- 2.19 Children of the Night
- 2.20 Greater Shapechanger
- 2.21 Extra Attack
- 2.22 Legendary Resistance
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 a shadow or 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
Tools: Poisoner's Kit
Saving Throws: Dexterity and Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Perception, Persuasion, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) two daggers
- Studded leather armor
- (a) Explorer's Pack or (b) Dungeoneer's Pack
|1st||+2||Vampire Weakness, Vampire Strength, Clawed Strike|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Darkness, Mirror Image|
|10th||+4||Charm, Improved Claw Strike|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Children of the Night, Greater Shapechanger|
|19th||+6||Ability Score Improvement|
Languages: Any Language Known in Life, Common
At 1st level, the Vampire Lord has the following flaws:
-Forbiddance. The Vampire Lord can't enter a residence without an invitation from one of the occupants.
-Running Water. The Vampire Lord takes 20 acid damage if it ends its turn in running water.
-Stake to the Heart. If a piercing weapon made of wood is driven into the Vampire Lord's heart while the vampire is Incapacitated, the Vampire Lord is Paralyzed until the stake is removed.
-Sunlight Hypersensitivity. The Vampire Lord takes 20 radiant damage when it starts its turn in magical sunlight. While in normal sunlight, it has disadvantage on Attack rolls and Ability Checks.
At 1st level, the Vampire Lord has damage resistance to Necrotic, Cold; and Darkvision 120 feet. The Vampire Lord is also immune to poison and disease. The Vampire Lords Strength, Dexterity, and Constitution become 12 if they aren't higher. Additionally, you gain a +2 to your AC while you are not wearing any armor.
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. The creature must make a DC strength save, on a failed save the creature is grappled.
At 2nd level, If the Vampire Lord isn't in 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. It reverts to its true form if it dies. While in mist form, the Vampire Lord can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. 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, except the damage it takes from sunlight.
At 2nd level, the Vampire Lord bites into the flesh of a creature in order to feed from the blood within. Make a melee attack on, one willing creature, or a creature that is grappled by the Vampire Lord, incapacitated, or restrained. On a hit the creature takes 2d6+Cha. Mod. Piercing damage. This damage increases by 1d6 when you reach levels 5, 9, 13, 17, and 19. The Vampire Lord regains hit points equal to the amount of damage inflicted. The creature dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
At 3rd level, the Vampire Lord can recover from almost any level of damage sustained by their bodies. The Vampire Lord regains hit points equal to the their level at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Vampire Lord takes radiant damage or damage from holy water, this trait doesn't function at the start of the Vampire Lord's 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 moves through the battle field with grace and precision to confuse and intimidate their opponents. The Vampire Lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 feat Magic Initiate. However, you must choose from the Warlock spell list.
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. The Vampire Lord can cast the Mirror Image spell. Once you've used this feature, you can't use it again until you've finished a short rest.
At 10th 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 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 the Vampire Lord's companions 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 is destroyed, is on a different plane of existence than the target, or takes a Bonus Action to end the effect.
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 2d6 Necrotic damage.
At 11th level, the Vampire Lord will do anything needed to survive. When the Vampire Lord drops to 0 Hit Points outside its Resting place, they transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious. While it has 0 Hit Points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point.
At 13th level, the Vampire Lord does not always need to bite his prey in order to gain nourishment. The Vampire Lord 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 one melee attack that would hit it. To do so you must see the attacker.
At 15th level, the Vampire Lord has the ability to use the cover of darkness to disappear from the site of most creatures. If the Vampire Lord is in dim light or shadows, they can cast the Invisibility spell on themselves. Once you've used this feature, you can't use it again until you've finished a short rest.
Children of the Night
At 17th level, the Vampire Lord can use his will to call creatures of terror to aid in battle. The the Vampire Lord magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the the Vampire Lord can call 3d6 wolves instead. 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 the Vampire Lord dies, or until the the Vampire Lord dismisses them as a Bonus Action. Once you've used this feature, you can't use it again until you've finished a short rest.
At 17th level, the Vampire Lord has remastered his ability to Shapechange. If the Vampire Lord isn't in sun light or running water, 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 2 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 take the Blood Siphon actions, 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, except the damage it takes from sunlight.
At 18th level, you can attack three times, instead of two, whenever you take the Attack action on your turn. Only one 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 an amount of times equal to your charisma modifier. All usages are restored after a long rest.