Vampyre, Variant (5e Class)
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- 1 Vampyre
- 1.1 History
- 1.2 Creating a Vampyre
- 1.3 Class Features
- 1.4 Blood Points
- 1.5 Vampyre Curse
- 1.6 Bat Swarm
- 1.7 Vampyre Sight
- 1.8 Vampiric Grip
- 1.9 Vampyre Archetype
- 1.10 Ability Score Increase
- 1.11 Extra Attack
- 1.12 Bat Form
- 1.13 Mist Form
- 1.14 Crimson Flame
- 1.15 Cloak Wings
- 1.16 Wolf Form
- 1.17 Transformation Improvement
- 1.18 Drink Dry
- 1.19 Charm
- 1.20 Prince Of Darkness
- 2 Vampiric Archetypes
- 3 Multiclassing
|“||What is a man but a miserable pile of insects? 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 increased physical strength. These are vampyres. Powerful, dangerous, and very intelligent the vampyres sometimes choose to just live their lives in peace, but there are those who crave to be a night stalker, the one who walks with shadows, 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
Armor: Light Armor
Weapons: shortswords, simple weapons
Saving Throws: Strength and Dexterity
Skills: Stealth and choose any two
You start with the following equipment, in addition to the equipment granted by your background:
- (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||Blood Points, 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, Crimsion 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 have a number of blood points as shown in the Blood Points column of the Vampyre Table that you can spend on most of your abilities. If a feature requires saving throw, the DC is 8 + proficiency bonus + Charisma modifier. You regain all spent blood points after you finish a long rest.
As a vampyre you have different traits about you. At 1st level, you have the following traits:
- your unarmed strikes deal 1d6 + strength modifier bludgeoning damage, this increases to 2d6 at 11th level
- You must drink blood at least once a week. If you don't, you suffer 1 level of exhaustion.
- You are cold to the touch.
- You have retractable fangs which are used for sucking blood. To suck a persons blood, they must be grappled by you, or be incapacitated, or paralyzed. When you suck a persons blood, you regain 1 Blood Point.
- You are vulnerable to sunlight and running water, taking 10 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 summon a Swarm of Bats for 1 blood point that surround you. They do whatever you tell them and act on your initiative. You must command them verbally, otherwise they will take the dodge action. When the bats are surrounding you, all ranged attacks on you have disadvantage. Attackers can target the bats with no penalty. The bats last for 1 minute or until you dismiss them as a bonus action. You can have up to 3 Bat Swarms active at a time but only one can be surrounding you.
At 13th level you can use your action 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 unlife will you become the Night Stalker becomeing 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
- your are immune to nonmagical damage
- you have a walking speed of 0 and a fly speed of 30
- 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 creatures must succeed a Charisma 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 creature 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 proifincy 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 two infact they are the meaning of power and darkness.
At 20th level you become a Prince of the Darkness and gain these features.
- Eternal Darkness
As an action, for three blood points you can create a magical darkness that only you can see through. Sunlight cannot pass through this darkness and radiant damage taken inside of it is halved.
- Blood Lust
When you use drink someone's blood you gain 3 blood points instead if 1.
- Eternal Immortal
You can die but always have a way of returning to the Earth. When you die and are not killed by radiant damage creatures can preform a 1 hour ritual to bring you back to life, the ritual requires a blood sacrifice of 5 creatures of CR 4 or higher. If they partake in this ritual, you gain the benefits of the True Resurrection spell. (ask the DM if you can use the immortal trait for it is very powerful) Note to PC: if you use this trait you need to have some of religion or cult full of worshiper that are willing to die for you and treat you like the greatest thing to ever walk the earth.
The Night Stalker is the classical Vampyre capable of many things being versatile in strength and stealth.
At 3rd level you become one with the night.When you are in dim light or darkness you have a +2 on all dexterity checks and saving throws.
At 6th level while in dim light or darkness your movement speed is doubled and you can dash as a bonus action.
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.
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 proifincy in heavy armour and do not suffer a disadvantage to stealth because of it. You also gain proifincy in 3 weapons of your choice and can make an additional attack when you take the attack action.
The vampyre slayer is one that takes down their kin, destroying them to bring peace to the land.
Since you are a vampyre you know how to kill them and their undead kin. Starting at 3rd level you deal +5 damage to all undead you hit. Also, you have mastered 3 weapons of your choice and are proficient with them. You are proficient in shields.
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.
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 20ft 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.
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 has 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.
Prerequisites. To qualify for multiclassing into the Vampyre class, you must meet these prerequisites:Strength and Dexterity must be 13
Proficiencies. When you multiclass into the Vampyre class, you gain the following proficiencies: Light armor shortswords