Vampyre (5e Class)
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|“||What is a man but a miserable pile of secrets? But enough talk; have at you.||”|
|—Dracula introduces himself as a Vampyre|
Long ago before mankind discovered magic, there were those who were said to be the most powerful beings in existence. They were fast, agile, charming, and above all had everlasting life. These are Vampyres, Powerful, dangerous, and very intelligent the vampyres sometimes choose to just live their lives in solitude drinking the blood of animals, but there are those who crave the blood of all living things they hide in shadow and stalk all like prey, this is where you begin. Before choosing the vampyre class, work with your DM to learn how you became a vampyre. Have you always been one? Does anyone know of your secret and who was your mentor, if you had one?
Creating a Vampyre
When creating a vampyre, keep in mind that you're a beast of the night and aren't like mortal humans. You have no reflection, so you should try and do your best to stay out of the way of mirrors and objects made of silver. Also, keep in mind your social status. Are you a peasant or a noble? Do you have any connections to any religions or guilds? What is your coffin structure? Is it a marble coffin, like a sarcophagus? Or is it a plain wooden box? Did you get a proper burial? Where did you rise from the soil? Also, what do you use your abilities for? This is where your alignment will come in handy. Do you use them to defend the peace, or maybe cause a little chaos. Maybe your vampyre is in a coven of others that work together for a common goal.
- Quick Build
You can make a Vampyre quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. You may want to choose Charisma if you plan on having servants under you control. Next, choose the exiled ruler background.
As a Vamprye you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword and a dagger or (b) any simple weapon and a dagger or (c) a dungeoneer's pack
- (a) an explorer's pack or (b) 10 darts
- dark cloak with hood
|1st||+2||Cursed Blood, Vampire Curse||1|
|2nd||+2||Bat Swarm, Vampire Sight||2|
|3rd||+2||Vampyre Archetype, Dark Metamorphosis||3|
|4th||+2||Ability Score Improvement||4|
|5th||+3||Extra Attack, Bat Form||5|
|6th||+3||Vampyre Archetype Feature||6|
|7th||+3||Mist Form, Crimson Flame||7|
|8th||+3||Ability Score Improvement||8|
|10th||+4||Vampyre Archtype feature||10|
|12th||+4||Ability Score Improvement||12|
|13th||+5||Bat Swarm Improvement||13|
|16th||+5||Ability Score Improvement||16|
|19th||+6||Ability Score Improvement||19|
|20th||+6||Prince of Darkness, Vampyre archetype feature||20|
Starting at 1st level, you can use your blood to activate the powers you receive with your curse.
Blood Points. Your use of your blood is represented by a number of blood points. You have a number of blood points as shown in the Blood Points column of the Vampyre table. You can spend your blood points to activate various of your vampyre powers.
Recovering Blood. You have retractable fangs which are used for sucking blood. To suck a persons blood, they must be grappled by you, incapacitated or paralyzed. When you suck a creature's blood, you regain a number of blood points equal to its total number of Hit Die. Once you recover blood in that manner, you cannot do it again until you complete a short or a long rest.
Blood Deprivation. You must drink blood at least once a week. If you don't, you suffer 1 level of exhaustion.
Some of your blood features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Blood save DC = 8 + your proficiency bonus + your Charisma modifier
- Blood Renewal
When you are reduced to 0 hit points, you can spend 1 blood point to recover a number of hit points equal to your Hit Die. Your hit die is spent when you do this.
As a vampyre you have different traits about you. At 1st level, you have the following traits:
- Your unarmed strikes deal 1d6 + str modifier bludgeoning damage. The damage die increases as you gain levels in this class, becoming a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.
- You are cold to the touch.
- You are vulnerable to sunlight and running water, taking 1d10 points of radiant damage when you end your turn in those environments.
- You can't enter a residence without an invitation from one of the occupants.
- If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed.
- While in sunlight, you have disadvantage on attack rolls and ability checks.
Starting at 2nd level, as an action you can spend 1 blood point to summon a Swarm of Bats that surrounds you. The swarm obeys your commands in the best way possible.
When you summon the bats, they occupy your space, surrounding you. While surrounding you, all ranged attacks against you (but not attacks against the bats) are made with disadvantage.
In combat, the swarm shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command the swarm to take one of the actions on its stat block.
The bats last for 1 minute or until you dismiss them as a bonus action. You can have up to three bat swarms active at a time but only one can be surrounding you.
At 13th level you can use your action and spend 1 blood point to transform 1 of your active bat swarms into a Nightwing Bat for 1 minute, after which it will disappear.
At 2nd level, your awareness to the smell of blood is more than keen than before. You gain advantage on Perception checks against creatures that have blood flowing in their veins within 30 feet of you and cannot be surprised by them. This feature does not work on constructs and undead because they do not have flowing blood. You also gain darkvision of 60 feet. If you already have darkvision, then it is increased to 120 feet.
Starting at 3rd level, you have advantage on grapple checks made against creatures medium size or smaller. Additionally, grapple checks against creatures one size category smaller than you can be done with one hand.
Starting at 3rd level the time has come for you to choose how you will live the rest of your existence will you become the Night Stalker becoming the very thing all mortals fear or the Vampyre Slayer the one who wishes to use their dark gift to do some good.
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 5th level you can make one additional attack when you take the attack action.
Staring at 5th level, as a bonus action, you can expend one blood point to turn into a bat. Your size is small, you have a walk speed of 10 feet, a fly speed of 40 feet, and anything you are wearing transforms with you. This form last for 1 hour or until you dismiss it as an bonus action. You cannot be in running water or sunlight in order to use this feature.
At 7th level, you can transform into a mist of air. As an action you can spend 3 blood points to become living mist and gain the following abilities:
- you can enter an occupied space and stay there
- if air can pass through a space, you can do so without squeezing but it can’t pass through water
- you are immune to nonmagical damage
- you have a walking speed of 0 and a fly speed of 30 feet.
- you have advantage on Strength, Dexterity, and Constitution saving throws
This form last for 1 minute or until you dismiss it as a bonus action or fall unconscious.
At 7th level you learn to turn your blood in to a crimson fire. As an action, for 5 blood points you can you teleport up to 30 feet, after which you send small fire balls against a target no more then 30 feet away. The creatures must succeed a Dexterity saving throw or take 3d8 fire damage or half as much damage on a successful one.
|Art by Jason Chan (Source: Wizards of the Coast)|
At 9th level you gain huge black wings that allow you to fly up to your movement speed. When not in use, these wings drape over your shoulders and back and look like a normal black cloak. A DC 16 Perception check is required to tell they're wings.
At 11th level, you can use a bonus action become a Dire Wolf for 4 blood points, and you can keep all of your ability scores. This form lasts for 1 hour or until you dismiss it as a bonus action.
At 14th level, your ability to transform have become more powerful, the duration of all your forms is doubled and they cost 1 less blood point to activate.
- Bat Form
You can now turn into a Nightwing Bat and gain its ability scores and features.
- Mist Form
You now become a poisonous mist when you enter a creatures space while in mist form they must succeed a Constitution saving throw or take 4d6 poison damage or half as much on a success.
- Wolf Form
Your wolf form is twice as large and has a walking speed of 70 feet and can make a running long jump of 30 feet.
You hunger for blood and always want more than you can gulp. Starting at 15th level you can make a grapple check against a creature, on a success it is grappled by you and it takes 3d10 necrotic damage and you gain hit points equal to the amount of damage dealt. If a creature dies by this feature it is raised up from the dead as your servant with all of its stats but its treated as undead. Your servant does whatever you tell it. It reacts in your turn.
At 17th level, you become the definition of edgy and many people think it's quite charming. As an action and 3 blood points you can touch a creature, the creature must succeed on a Charisma saving throw or become charmed. The charmed creature is loyal to you and does whatever you tell it. The charm last for 1 day, but you can only have 3 charmed creatures under your control at a time.
A Vampyre is powerful on its own but when they use their shadow magic to its fullest they can summon up those they killed to serve them forever. At 18th level as an action you can use 7 blood points to raise any creature that you have killed provided that it's CR is no greater than your proficiency bonus + Charisma modifier. When it is raised it becomes undead and it retains any features it knew and any languages it knew in life.
Prince Of Darkness
The Prince of Darkness a title held by very few. They are the meaning of power and darkness. At 20th level you become a Prince of the Darkness and gain these features:
- Blood Lust
When you use drink someone's blood you gain 3 blood points instead if 1.
- Night Creature
you can assume the form of a true vampire. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
• Wings sprout from your back and grant you a flying speed of 60 feet.
• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
The Night Stalker is the classical Vampyre capable of many things being versatile in strength and stealth.
- Nights Blessing
- Night Stride
At 6th level while in dim light or darkness your movement speed is doubled and you can Dash as a bonus action.
- Nights Grasp
At 10th level you can summon a pair of black tendrils that can't attack but can make Grapple checks and have reach of 10 feet.
- Nights Vengeance
At 15th level you learn to convert your blood points into necrotic energy. As a bonus action, when you hit a creature you can spend 1 blood point to deal 1d6 necrotic damage. You can use additional blood points adding an extra 1d6 necrotic damage per blood point spent in this way.
- Knight of the Night
You have been exposed to what the night has in store for you. At 20th level you gain proficiency in heavy armor and do not suffer a disadvantage to Dexterity (Stealth) checks when wearing it. And can make an additional attack when you take the Attack action.
You also gain as an action, for three blood points you can create a magical darkness for 1 minute that only you can see through. Sunlight cannot pass through this darkness and radiant damage taken inside of it is halved. At the start of each of your turns, you regain 10 hit points while inside the darkness.
The vampyre slayer is one that takes down their kin, destroying them to bring peace to the land.
|Vampyre Slayer level||Cantrips||Spells Known||1st-level||2nd-level||3rd-level||4th-level|
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots The Vampyre Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Vampyre Slayer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Holy Spirit
At 6th level you learn to summon tiny white spirits that aid you in combat. As an action, for 4 blood points you summon four Holy Spirits. They surround you much like your bat swarms can and when you are hit with a melee attack they deal 1d8 radiant damage to the attacker after which one of the spirits disappears.
- Warp Sword
At 10th level you know how to let your sword loose for a short time. As an action for 2 blood points you can teleport 20 feet and make two attacks to any creature in front of you, and at the end of your turn you teleport back from whence you started.
- Day Walker
At 15th level you become a day walker, a vampyre who can walk in the sunlight without getting burned. Starting at 15th level you no longer need to drink blood to survive and you take no damage from sunlight or running water. You also no longer have disadvantage on attack rolls and ability checks whilst in sunlight and can enter a residence without an invitation.
- Knight of the Light
At 20th level,You have tangled with the undead for so long that all your melee attacks deal +10 radiant damage to them. You can also turn regular water into holy water if you use 5 blood points and 1 hour of your time.
Proficiencies. When you multiclass into the Vampyre class, you gain the following proficiencies: Light armor, simple weapons, shortswords