Vampyre (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 Dark Metamorphosis
- 1.11 Ability Score Increase
- 1.12 Extra Attack
- 1.13 Bat Form
- 1.14 Mist Form
- 1.15 Hellfire
- 1.16 Blood Frenzy
- 1.17 Cloak Wings
- 1.18 Charm
- 1.19 Wolf Form
- 1.20 Dark Inferno
- 1.21 Transformation Improvement
- 1.22 Unholy Resonance
- 1.23 Drink Dry
- 1.24 Prince Of Darkness
- 2 Vampiric Archetypes
- 3 Multiclassing
|“||What tis a man but a miserable pile of insects? But enough talk; have at you.||”|
|—Dracula introduces himself as a Vampyre|
A man of human Nature is dying and need immediate medical attention,then a cleric walks by to help the man, in the clerics surprise he had no wounds and as the cleric looks up she sees the man with crimson eyes and before she could fight back the Vampyre's fangs gouge into her neck sucking every drop of blood before she could ever make a sound.
Our party invades an abandon castle hoping to find some treasure and the creature of immortal life.As they walk through a dark corridor there is a woman pleading for someone to end her life to the party's surprise they are shocked to hear this they do not grant her the request but instead try and get eternal life from her.The woman is displeased for they have become corrupt by power and living forever and in a shout she says "fools you're all fools and now face my wrath she then turns into a hideous monster and flattens the party.
A man and his son are walking through an dark forest,the man is a vampyre but tries to hide it the son on the other hand does not know that he is a vampyre. As they walk they encounter a small group of bandits the son holds to his dads leg but the 1st bandit throws him of the 2nd bandit begins beating the dad with a club,then the boys eyes begin to glow a crimson color and in a flash suck the blood from all but one of the bandits.the last bandit takes out his short sword and ties to slash at the son but is consumed by flames that the dad has summoned.
These are Vampyre's powerful and dangerous but also very intelligence and some times choose peace overall.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 did you have 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 coffinic structure? Is it a marble coffin, a sarcophagus? Or is it a plain, wooden box? Did you not get a proper burial, and have to 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.
|Art by  Fabianmonk at deviantart|
- Quick Build
You can make a Vampyre quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity.Second 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 Armour
Weapons: unarmed strikes,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||5|
|2nd||+2||Bat Swarm,Vampire Sight||6|
|3rd||+2||Vampyre Archetype,Dark Metamorphosis||6|
|4th||+2||Ability Score Improvement||7|
|5th||+3||Extra Attack,Bat Form||7|
|6th||+3||Vampyre Archetype Feature||8|
|8th||+3||Ability Score Improvement||9|
|9th||+4||Blood Frenzy,Cloak Wings||9|
|10th||+4||Charm,Vampyre Archtype feature||12|
|11th||+4||Wolf Form,Dark Inferno||12|
|12th||+4||Ability Score Improvement||12|
|13th||+5||Bat Swarm Improvement||13|
|15th||+5||Drink Dry,Unholy resonance||13|
|16th||+5||Ability Score Improvement||15|
|17th||+6||Vamperic Embrace,Mind slave||15|
|19th||+6||Ability Score Improvement||20|
|20th||+6||Prince of Darkness,Vampyre archetype feature||20+Charisma|
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 until you dismiss them as a bonus action or until they die.you can only have 3 Bat Swarms active at a time but only one can surround you at a time.
At 13th level you can use your action to transform 1 of your active bat swarms into a Nightwing Bat for 1 hour after which converting back into its original form.
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. 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, you must choose one of two vampyre archetypes. Each Archetype grants you features at 3rd, 6th, 10th, 15th, and 20th level and are detailed below. The Vampyre Lord specializes in ultimate power walking like a lion among sheep.The Vampyre Slayer specializes in killing the undead and becoming more humane like.
At 3rd level, you can use a bonus action and 2 blood points to call upon dark energy that weaves it's way around and throughout your body for 1 minute. While active, whenever you hit an enemy with a melee attack you gain hit points equal to half the amount of damage dealt.
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 and 1 blood point, you can 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 4 hours 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 and 3 blood points you become a living mist and gain the following abilities:
- you can enter an occupied space and stay there
- if air can pass through a space, the mist can do so without squeezing but it can’t pass through water
- your are immune to non-magical damage
- you have a speed of 0 but a fly speed of 30 (hover)
- you have advantage on Strength, Dexterity, and Constitution saving throws
This form last for 2 hours or until you dismiss it as a bonus action or fall unconscious.
At 7th level, you can use an action and 3 blood point to cause Hellfire, calling the fires of hell to work for you. You become invisible until the start of your next turn and can move up to 15 feet. Whenever you become visible, you send 3 fire balls out of your cloak. Make a range attack for each fire ball. Each hit deals 1d6 fire damage. You may spend additional blood points, increasing the damage by 1d6 for each blood point used.
At 9th level, as a bonus action on your turn, you can spend 6 blood points to move up to your movement speed and make 1 unarmed strike. You regain hit points equal to the damage dealt. You must finish a short rest before using this feature again.
At 9th level you gain a huge black wings that allow you to fly up to double your movement speed. When not in use, these wings drape over your shoulders and back and appear like a normal, black cloak. A Perception check DC 14 is required to tell they're wings.
|Art by Jason Chan (Source: Wizards of the Coast)|
At 10th level, as an action and 5 blood points, you can charm any creature. The creature must pass a Charisma saving throw or be charmed by you. You can order them to do anything as long as it is not harmful to themselves. If they are hit by you or one of your allies they can repeat the saving throw, ending the effect on a success. CR 1 and below undead are permanently charmed by you. The number of charmed creatures you can have is equal to your Charisma modifier.
At 11th level, you can use a bonus action become a dire wolf for 5 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 11th level you have learned how to use your Hellfire for more power you can use your your action and 5 blood points to create a dark inferno.You become invisible until the start of your next turn and can move up to 20ft. Whenever you become visible, you send 2 fire balls out of your cloak.Make a range attack for each fire ball. Each hit deals 1d10 fire damage. You may spend additional blood points, increasing the damage by 1d10 for each blood point used.
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,but you lose yours.
- 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 2d6 poison damage or half as much on a success.
- Wolf Form
Your wolf form has a land speed of 70 feet and can make a running long jump of 30 feet.
Vampyre's throughout history have been known to have strength in their claws,silence in their steps,magic at their fingers,blood on their fangs,darkness in their cloaks, and finally the undead at their side.
At 15th level as an action you can use 7 blood points to raise any creature that has not been dead for more than a week, provided that it's CR it's less or equal to your proifincy bonus and half your charisma modifier.
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 what ever you tell it and if it has a Dexterity score of 10 or higher it has its own turn in combat if its a 9 or lower,its turn is right after yours you can only have one servant under your control at a time.
Prince Of Darkness
Becoming a prince of darkness is no easy feat it is said to be powerful but at the cost of your humanity and your friends.
At 20th level you become a Prince of the Darkness and gain these features.
- Eternal Darkness
You can as an action have an aura of magical darkness surround you in a 30 feet sphere for 3 BP.it last for 1 minute until you use a bonus action to dismiss it.
- Blood Lust
When you use drink someone's blood you instead gain 3 BP instead of 1
- Vampyre Spawn
You can turn anyone into a vampyre same as you by drinking their blood and them drinking yours,in the nest minute they die and in 1 day at night are reborn as a undead vampyre spawn under your control.you can only have two vampyre spawn in your control.
The vampyre blood you have in your has gifted you with immortality and can not be magically aged. you can live for ever also when you die but are not killed by radiant damage you can be raised from the dead if 5 creatures sacrifice there blood and souls to you this is a 1 hour ritual.(ask the DM if you can use the immortal trait)
The path of the Vampyre lord is an is both easy and very challenging.You will walk the earth like a lion among sheep and show every one just how powerful you are. Vlad Tepes Dracula and Lord Harkom are prime example's of what a Vampyre Lord is.
Vampyre Lord Transformation
You grab your heart as if it stopped and in an instant a great beast emerges this is the vampyre lord weak at first but just may be a very strong thing. To enter the Vampyre lord transformation you must use 1 blood point and your action.the vampyre lord Archetype effect your regular form as well as your normal form.
- Vampyre lord
While in the Vampyre lord transformation you have a fly speed of 40ft (Hover) and deal +2 damage to your unarmed strikes. the damage type for your unarmed strikes changes to slashing damage
- Regular Form
While in your Regular Form your eyes glow a dark crimson red giving you advantage on intimidation rolls.
At 6th level your bats love their master and wish to aid you in any way they can.
- Vampyre Lord
At 6th you can escape a sticky situation when you need to as a bonus action you can transform it to a flutter of tiny bats and move to an unoccupied space 30 feet away you can only use this feature 3 times before having to complete a short or long rest to do it again.
- Regular Form
If your Bat swarm is active the bats can use their action to lift and carry you 10ft this movement does not provoke attacks of opportunity.
Your Vampyre blood want to keep you alive and starts to heal up some minor wounds.
- Vampyre Lord
At 10th level While in this form you regenerate 5 Hit points at the start of your turn in combat provided you have not taken any radiant damage and you are not in running water or sunlight
- Regular Form
At 10th level when you drink blood you also gain Hit Points equal to 1d4 + Constitution modifier.
Summon Children Of The Night
At 15th level You have learned to call upon the children of the night to help you in any way you see fit.
- Vampyre Lord
- Regular Form
At level 20th your Vampyre blood has heighten your senses so much that you can smell blood very far away.
- Vampyre Lord
You can as a bonus action use 1 blood point know exactly where all creatures are that have blood in there veins in 120 ft.
- Regular Form
You gain a blind sense for creatures that have blood in their veins in a 30ft radius.
The vampyre slayer is one that can take down kin destroying them for good to bring peace to the land Alucard from Castlevainia and Blade are examples of vampire slayers.
|Alucard the vampyre slayer,Credit to sakimichan at Devaint art|
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 and you are proficient in shields.
At 6th level you learn to summon tiny white spirits that aid you in combat.as an action and 4 blood points you summon four Tetra spirits they surround you much like your bat swarm 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 learn how to teleport your self 10ft but only for a short time.as an action and 2 blood points you can teleport 15 ft and make two attack 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 and not get burned.Starting at 15th level you no longer Need to drink blood and you also take no damage from sunlight or running water.and no longer has disadvantage on attack rolls and ability checks whilst in sunlight.and can enter a residence without an invitation but it is still polite to do so.
Killer of the Undead
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:STR and DEX must be 13
Proficiencies. When you multiclass into the Vampyre class, you gain the following proficiencies: Light armor shortswords