Vileblood (5e Class)
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Vilebloods are individuals whose bloodline have been tainted by vampirism. Normally called "vampireborns" or "daywalkers", vilebloods are able to channel the power contained in their bloodline to manifest magical dark powers and enhance their natural capabilities. Being able to manifest the powers of the vampires, but bearing none of their weaknesses, they are feared by both humans and vampires alike. Vampire hunters will often engage in fights with vilebloods, unable to tell the difference between them an their undead relatives. Vampires on the other hand will see them as a useful servant and a precious source of blood, at best, and as a threat to their existence that must be eliminated at all costs, at worse.
Creating a Vileblood
To create a vileblood, answer a few questions: What is the origin of your powers? Are you a dhampir or a descendant of a dhampir? Have you been tainted by vampiric blood after surviving an attack from a vampire? Were your powers granted due to loyal service to a vampire lord? Maybe you were a vampire hunter that decided to taste that cursed blood.
- Quick Build
You can make a Vileblood quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the Criminal background. Third, choose the rapier, a shortbow and quiver of 20 arrows, an explorer's kit, a leather armor and two daggers.
As a Vileblood 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 rapier or (b) two simple weapons
- (a) a shortbow and quiver of 20 arrows or (b) a simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather armor and two daggers
- If you are using starting wealth, you have 5d4 × 10 in funds.
|Surge of Darkness, Unarmored Defense
|Natural Weapons, Blood Magic
|Supernatural Might, Lineage
|Ability Score Improvement
|Rending Claws, Blessing of Darkness
|Evasion, Lineage Feature
|Ability Score Improvement
|Ability Score Improvement
|Ability Score Improvement
|Children of Darkness
|Ability Score Improvement
Surge of Darkness
Starting at 1st level, your strength, reflexes and resilience become far greater than that of a normal humanoid, powered by your cursed bloodline. As a bonus action, you can let the dark energy surge trough your body. Doing so grants you the following benefits:
- You gain a bonus to your movement speed equal to 5 feet x your proficiency bonus.
- You gain a climbing speed equal to half your movement speed, and you can stop on vertical surfaces or ceilings without falling.
- You can make high jumps, that grant you a flying speed equal to half your movement speed. You must end your movement on the ground, or else you fall.
- You gain darkvision up to a range of 30 feet. If you already have darkvision, it increases further 30 feet.
This effect lasts until you take damage, or until you decide to end it, as a bonus action. Taking damage while Surge of Darkness is active reduces the damage taken by half, unless the damage is radiant, force or caused by magic or by a silvered weapon. If you use your bonus action to end it, you can trigger one of the following effects:
- You can give yourself advantage on your next Strength or Dexterity check.
- You can teleport to a place covered in dim light darkness in a range up to half your movement speed.
Also at 1st level, while not wearing armor or shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
At 2nd level, you gain retractile natural weapons: sharp claws and piercing fangs. These natural weapons have the following properties:
When you make a unarmed strike with a claw, you use your Dexterity, instead of your Strength, for your attacks and damage rolls. In addition, whenever you make an attack with your claws using your action, you can make another attack with the claws using your bonus action. You also roll a d4 for your attacks with the claws, instead of using the regular damage for unarmed strikes.
As an action, you can make a unarmed strike with your fangs, on a hit, you cause the normal damage for unarmed strikes, plus 1d4 necrotic damage. In addition, you gain a number of temporary hit points equal to the amount of necrotic damage caused. This temporary hit points last until the end of your next turn. The necrotic damage increase to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.
If you can make more than one attack as part of your Attack action, you can replace one of the attacks with a fang attack.
Starting at 2nd level, you learned how to channel the power of your blood to conjure powerful magic effects. You have 2 blood points and you gain additional blood points as you level, as represented by the Blood Points column of the Vileblood table. Blood points are spent to activate your blood abilities. You regain all expended blood points whenever you complete a long rest.
- Vital Casting
You can spend your vitality to use your blood magic. You can reduce your maximum amount of hit points by 10 to regain 1 blood point. Your hit point maximum is restored to its normal amount after you complete a long rest.
Some of your Blood Abilities require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Blood Ability save DC = 8 + your proficiency bonus + your Constitution modifier.
- Hypnotic Gaze
You can spend 1 blood point as an action to charm a humanoid or beast for 1 minute. The creature must succeed on a Wisdom saving throw, or become charmed for the duration, or until you or one of your allies make an attack or any harmful effect against it.
You can spend 1 blood point as a bonus action when you deal necrotic damage to a creature with your bite to also regain a number of hit points equal to the amount of necrotic damage dealt.
You can spend 1 blood point as a bonus action when you hit a creature to deal additional 2d6 damage to it. The damage is necrotic.
At 3rd level, while you are in your Surge of Darkness, if you hit a creature with a melee attack with a weapon or natural weapon, you can end the surge adding 1d4 to the damage of an attack. The damage is of the same type from the attack's damage. The additional damage increase to 1d6 at 11th level and 1d8 at 18th level.
Starting at 3rd level, you can choose a vampiric lineage that defines your powers. You can choose between the Ravager Lineage, the Thaumaturgic Lineage or the Shapechanger Lineage. Your lineage grants you features at 3rd level, and again at 7th, 11th and 15th level.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, your natural weapons are considered magical, for the purposes of overcoming resistances and immunities to nonmagical damage.
Blessing of Darkness
Also at 6th level, you can use the magical power of your blood to enhance your physical and mental capabilities. Once when you fail a ability check or saving throw, you can reroll the check. You must use the new result. Once you use this ability, you can't use it again until you finish a short or a long rest.
Beginning at 7th level, your enhanced reflexes allow you escape from the danger of certain area effects, such as a Red Dragon’s Fiery-breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success and only half damage on a failed save.
Starting at 9th level, as long as you have at least 1 blood point, you can add your Dexterity modifier to the damage of any melee attacks that doesn't already add your Dexterity modifier.
Your hypnotic powers grow even further. At 10th level, whenever you force a creature to make a saving throw or a contested ability check involving Intelligence, Wisdom or Charisma, you can impose Disadvantage to that creature's roll. You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.
Starting at 13th level, you can use your bonus action to detect any living creatures (not constructs or undead) present in a 10-foot radius. This detection last until the end of your turn.
Children of Darkness
Starting at 17th level, you can use your power of darkness to summon spirits of creatures of the night to come to your aid. You can cast the spells flock of familiars and summon beast without spending a spell slot. Charisma is your spellcasting ability for these spells. When you summon your children of darkness, they always assume the form of a bat, wolf or another thematically appropriated creature. You can use this ability a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.
At 18th level, when you use your Surge of Darkness, you can use your action to manifest the true power of your vampiric heritage. You gain the following benefits for 10 minutes:
- You become resistant to piercing, bludgeoning and slashing damage.
- You have advantage on your attack rolls with your natural weapons.
- When you hit a creature with your natural weapons, you deal additional 2d6 necrotic damage and regain the same amount of hit points.
- You gain proficiency in Strength and Constitution saving throws.
- You add half your proficiency bonus in all your ability checks that doesn't already add your proficiency (except Intelligence).
- You can attack with your Fangs twice on your attack action. You gain temporary hit points equal to the amount of necrotic damage dealt on your turn, instead of in each bite.
After this surge, you must succeed on a Constitution saving throw against a DC of 15, or you suffer a level of exhaustion. Once you use this enhanced surge, you can't do it again until you finish a long rest.
At 20th level, you finally awake the true power of your bloodline. All your ability scores increase by 2, to a maximum of 22. Whenever you roll initiative and have no blood points, you gain an amount equal to your Constitution modifier.
Sometimes called kinhunter, ravagers usually got their vampiric powers after hunting and extracting the blood of vampires. Although they hunt vampires, what differentiate Ravagers from other hunters is the reason they hunt vampires. Although some may kill vampires for the usual reasons - protecting innocents from these night stalkers - the majority of ravagers just kill vampires to absorb their power, becoming addicted to vampire blood, using this power to enhance their natural fighting abilities.
- Martial Proficiency
Starting at 3rd level, you gain proficiency with martial weapons, medium and heavy armor and shields.
- Vampire Bane
At 3rd level, you become the natural predator of vampires. You have advantage on all Wisdom saving throws to track vampires and Intelligence checks to recall information about them.
In addition, whenever you kill a vampire or a vampire spawn, you can store it into a vial to drink it and restore your vitality. Doing so cause you to regain an amount of blood points equal to the amount of hit die of that vampire.
- Lineage Power
Also at 3rd level, you gain the following additional Blood Magic feature:
Supernatural Dash. You can move at break-necking pace delivering a powerful blow. As a reaction, you can spend 3 Blood Points to an unoccupied space within half your movement speed that you can see. If you end your movement within 5 feet of a creature, you can then make an attack against it as part of the same reaction. On a hit, you also force the creature to make a Constitution saving throw. On a failed save, the target take 1d8 additional damage for each 10 feet you have moved, is pushed 10 feet back and knocked prone. On a success, the target take half the damage and is not knocked back or prone.
Beginning at 3rd level, whenever you score a critical hit, you regain 3 blood points.
- Rending Blades
Starting at 7th level, you can channel the magical power that cover your natural weapons to enhance any weapon your hold. Your attacks with weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Armament of Darkness
At 11th Level, once in each of your turns when you hit a creature with a weapon attack you deal additional necrotic damage equal to your Fangs additional necrotic damage. This attack doesn't grant you temporary hit points.
- Vampiric Assault
Starting at 15th level, you can draw the power of your bloodline to make several attacks in an incredible speed. As an action, you can make one melee attack with a weapon or a natural weapon against each hostile creature within your movement speed range (up to six).
Once you use this feature, you can't do it again until you finish a short or a long rest.
Thaumaturges are masters of hemomancy, and use their magical blood to cast spells. Thaumaturges can trace the origin of their powers back to an old covenant of sages who, in their hunger for power, drained the magical energy from the sleeping body of an old and powerful vampire sorcerer.
- Ritual of Draining
At 3rd level, you learn the ritual of draining, allowing you to absorb the magical powers of another being. You can spend 10 minutes within touch range of a spellcaster deceases within the last minute. After this period, you can choose one spell from a level you are capable of casting spells.
For 24 hours, you add that spell to your spell list and can cast it with your Hemomancy feature. After that period the spell vanishes. You can have a number of spells equal to your Charisma modifier at the same time.
In addition, you gain proficiency in Arcana, if you don't already have it.
Starting at 3rd level, you become able to cast spells trough the power of your blood. Whenever you finish a long rest, you can choose a number of sorcerer spells equal to half your level in this class plus your Charisma modifier. The chosen spell is prepared, and you can use your Blood Points to cast these spells. You can only prepare and cast spells allowed by your level, as shown bellow. In addition, your choices of spells are limited to two schools of magic of your choice from the ones available. You can change the chosen school whenever you gain a new Ability Score Improvement.
Bellow are shown the highest level spells you can cast depending on your Thaumaturge level:
- Thaumaturge 3rd level: 1st-level spells.
- Thaumaturge 5th level: 2nd-level spells.
- Thaumaturge 9th level: 3rd-level spells.
- Thaumaturge 13th level: 4th-level spells.
- Thaumaturge 17th level: 5th-level spells.
To cast the spell, you must spend a number of blood points equal to the spell level. Charisma is your spellcasting ability for these spells, and your spell attack and spell save DC are calculated as follows:
- Spell Save DC. 8 + your proficiency bonus + your Charisma modifier
- Spell Attack Bonus. proficiency bonus + your Charisma modifier.
- Thaumaturge Cantrips
You learn two cantrips from the sorcerer's spell list. These spells doesn't need to be from the same school you have chosen for your leveled spells. You gain a third cantrip at 10th level.
- Focus and Component Materials
You can use an arcane focus to cast your Thaumaturge spells. In addition, if the component has a cost in gp, you can spend hit points to cover that cost. If the component material doesn't have a cost, you can spend 1 hit point to cast that spell without needing material components.
- Blood Recovery
Beginning at 3rd level, once per day during a short rest, you can regain all your blood points.
- Blood Link
Also at 3rd level, over the course of a long rest, you can form a blood connection with another willing creature of your choice. While linked to that creature, whenever you can target that creature using a spell with the range of self. In addition, the creature can use its reaction to deliver and touch cantrip or spell you cast. You can have only one creature linked to you at the same time.
- Link Strengthening
At 7th level, whenever you cast a spell or use a Blood Magic feature targeting yourself, the target of your Blood Link also gain the same benefits for that effect. If the spell requires concentration, the effect lasts on both creatures until the start of your next turn, and you must decide if the effects remains active on you or on that creature.
- Battle Hemomancy
At 11th level, whenever you cast a spell, you can make an attack with a Natural Weapon as a bonus action. In addition, you add your Wounding Strikes damage to the damage of your cantrips.
- Blood Control
Beginning at 15th level, whenever a creature you can see within 60 feet uses its action, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature must choose another target for its spell or attack. If the spell doesn't have a target or if the action isn't an attack, the action is lost.
Once you use this feature, you can't use it again until you finish a short or a long rest. Alternatively, you can use your Blood Control to cast "Dominate Person" without spending blood points or spell slot. Doing so prevent you from using Blood Control until you finish a long rest.
Shapechangers are usually direct descendants of a vampire or dhampir, being capable channeling the power contained inside their blood to alter their form. They embrace the most monstrous aspect of their vampiric heritage.
- Uncanny Appearence
At 3rd level, you can shape your flesh to assume either a monstrous or a uncannily beautiful appearance. While you keep concentration, you can add twice your proficiency bonus on either your Charisma (Intimidation) or (Persuasion) checks.
Using this feature will always create a certain discomfort on any creature capable of seeing you other than your target though, and those creatures will become hostile towards you.
- Night Form
As an action you can spend 3 Blood Points to assume the form of a night entity. You can choose between the Mist Form, the Bat Form and the Wolf Form. While you are in your night form, you can't cast spells or use any items that require hands. In addition, you can only attack with your fangs while in your night form (Bat and Wolf only, you can not attack while in mist form). Maintaining your night form requires concentration (like a spell).
Bat Form. Your speed is reduced to 5 feet, but your flying speed becomes equal to your regular movement speed. In addition, you gain the ability to echolocate, gaining blindsight up to a range of 30 feet while you are not deafened.
Wolf Form. You can take one additional action in each of your turns, as a bonus action, and your movement speed is doubled. In addition, you gain advantage on Perception checks that rely on smell or hearing.
Mist Form. You gain the benefits of gaseous form spell for the duration.
- Bestial Feast
Beginning at 3rd level, you can feast on the carcasses of your adversaries. You gain a pool of d6 equal to twice your proficiency bonus. Whenever you hit a creature with a bite attack, you can spend one die from this pool and roll it. You lose temporary hit points equal to the number rolled, but regain the same amount of hit points. If you roll a number above your current temporary hit points, you regain hit points equal to your temporary hit points instead. The size of the die increase to 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.
You regain any dice spent when you finish a short or a long rest.
- Poisonous Mist
Starting at 7th level, you can cause your mist form to become a deadly poison. Whenever you are in your mist form, you can activate the poisonous mist as a bonus action. While active, each creature that start its turn within your mist must make a Constitution saving throw. On a failed save, the creature is poisoned, and starts to suffocate. Creatures immune to poison are immune to this effect.
You have a number of uses of this feature equal to your Constitution modifier, and regain your uses after finishing a short or a long rest.
- Master of Forms
At 11th level, you achieve mastery of shapeshifting, which grants you the following benefits:
- You can use your night form as a bonus action, rather than an action on your turn. In addition, in each of your turns for the duration, you can use your bonus action to swap between the forms.
- You can spend 3 Blood Points to cast alter self. It counts as a night form for you.
- You can cast polymorph on yourself, without spending spell slots or components. Doing so is a long and painful process that requires you to spend 1 minute of cast time. Doing so doesn't require concentration, and you retain your Intelligence, Wisdom and Charisma scores and your proficiency bonus. You can also use your Natural Weapons feature while polymorphed. Once you use this polymorph, you can't do it again until you finish a long rest, unless you spend 7 blood points to do it again.
- True Shapechanger
At 15th level, you can use your Night Forms without spending a spell slot a number of times equal to your Constitution modifier, regaining your uses after finishing a long rest. In addition, whenever you use your Night Form using this feature, you gain a number of temporary hit points equal 5 x your Constitution modifier.
Proficiencies. When you multiclass into the Vileblood class, you gain the following proficiencies: Light armor, simple weapons, one skill from the vileblood list.