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Vampire, 2nd Varient


Hit Points

Hit Dice: d8 per Vampire, 2nd Varient level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier

Proficiences

Armor: Light, Medium, Shields
Weapons: Simple, Shortswords, Longswords, Rapiers
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Stealth and choose two

Overview & Creation

You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learn from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside of yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath.  

Creating a Vampire

When making a vampire character, consider how you first became a vampire. Where you an experiment for some mad wizard, did you seek the power yourself or where you taken in as a pet for some vampire lord? How did you gain your freedom, did you steal blood from your master or find another way to break their control? What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. As far as backgrounds go it is up to you to pick a background more suited to your characters history.  

Important Notes on hit points

  • As a vampire, any hit points you gain after 1st level are Vampiric hit points (Temporary Hit points) that can only be refilled by drinking blood; The max number of Vampiric hit dice increases by 1d8(or 5) + Constitution modifier per level. You take damage to the vampiric hit points before damage is done to normal hit points.
  • Your normal hit points can be recovered by normal means.
  • During short and long rests, you can meditate and call the energy of darkness back into you. During short rests you can roll your hit dice as normal, but rather than healing normal hit points you gain vampiric it points. During a long rest your vampiric hit points are raised to their max, as are your normal hit points.
  • Any effects that can change your hit point maximum changes your vampiric hit point maximum before reducing normal hit points.
  • Your vampiric hit points cannot be raised by means not stated in this class, this is done to help balance the health regeneration of vampires. You can drink blood from bottles to regain 1d4+2 vampiric hit points. These can be bought from butchers for 40gp. The high cost guarantees they won’t mention it to anyone. It is the vampiric equivalent to potions of healing.

 


Class Features

Vampiric Origin

Vampirism spreads like a disease and there are two strains of vampirism, Ancient and Modern. Ancient vampires have many arcane rules to follow but are greatly powerful in the dark. Modern vampires often rely on their physical might and psychic abilities to gain power. Both are detailed at the end of the class description. Your choice grants you feature when you choose it at 1st level and again at 5th, 11th, and 15th level.  

Undead

Starting as 1st level You don't need to breathe, which means you are immune to suffocation. You don't age and can't be magically aged. Unlike most undead, you do need to sleep. You're are immune to disease.  

Blood is life

Starting at 1st level you gain power and strength by draining the life essence of living creatures. A gnawing hunger burns within your body and spirit, tempting you to descend into feral madness. You are a skilled hand to hand combatant; you can use dexterity instead of strength for unarmed attacks, and you roll 1d4 damage for unarmed attack damage, this damage increases to 1d6 at 6th level, again to 1d8 at 10th level, and 1d10 at 17th. If you grapple a creature, you can use your attack to attempt to bite it, the damage of the bite is equal to your unarmed strike and is necrotic damage, also you gain vampiric hit points = damage. The healing effect does not occur when biting undead or constructs. After 2 days without drinking blood you gain 1 level of exhaustion, and you gain 1 more level of exhaustion for every additional day without blood. (Exhaustion level effects are specified at end of class for reference). Drinking humanoid blood will remove all exhaustion levels. Drinking non-humanoid blood will reduce you exhaustion level by 1, per bottles worth of blood. Blood can satisfy food and drink requirements rather than consuming normally, but you can still eat/drink.   7th level Blood Bound: You forge a bond with your weapon and seal it with blood. You undergo a ritual that binds a weapon to you. A bounds weapon can be summoned into your hands over any distance as an action. If it is within 30 feet and a Melee weapon, you may draw it to your hand instead, making a ranged attack against one creature directly between you and your weapon. Additionally you gain vampiric hit points = ½ damage with that weapon. 14th level Blood Pact: If drinking blood from an ally, the vampiric hit points recovered = 3 * damage to ally.  

Mortal Mastery

Starting at 2nd level you gain the benefits of Mortal Mastery: You were something else before you became your new, vampiric self and the skills you had in that life have only been enhanced. Gain Expertise in twos skills you have proficiencies’ in, those skills must not have been gained from the Vampire class, Or Gain two proficiencies in two new skills, Or one Expertise and one skill proficiency.  

Vampiric Skill

Starting at 3rd level, Your move speed increases by 10ft and you gain a climb speed equal to your walking speed. You can climb across a ceiling or similar surface as well.   Starting at 7th level: Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's Lightning 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail. Shape Changer When you reach 3rd level, if you aren't in sunlight or running water, you can use a bonus action to polymorph into a tiny bat or back into your true form. While in bat form, you can't speak, your walking speed is 5 feet, and your flying speed of 40 feet. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you. You revert to your true form if you die or fall unconscious.   10th level You gain if you aren't in sunlight or running water, you can use a bonus action to polymorph into a giant bat or back into your true form. While in bat form, you can't speak, your walking speed is 5 feet, and your flying speed is 60 feet. You can use Vampire Bite without grappling in this form. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with it. You revert to your true form if you die or fall unconscious. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.  

Misty Step

At 8th level, when your vampiric hit points fall to 0, you can choose to fall under the effects of its Misty Step. You can end the effect as a free action or sustain it for up to 1 hour. While in Misty Step you cannot take damage from non magical attacks or deal damage, your weightless, have a flying speed is 20 feet, can hover, and can enter a hostile creature's space and stop there, you can use the disengage action as a free action. In addition, if air can pass through the space, the Misty Step can do so without squeezing. Sunlight reverts the you from Misty Step. You can use this ability an amount equal to your proficiency modifier. You need to finish a long rest before you can use this feature again  

Children of the Night

Starting at 10th level, you can use your action to magically call 2d4 swarms of bats. While outdoors, you can call 3d4 wolves instead, provided the sun isn't out. The called creatures arrive in 1d4 rounds, acting as allies to you and obeying your spoken commands. The beasts remain for 1 hour, until they or you die, or you dismiss them as a bonus action. You need to finish a short or long rest before using this feature again.   14th level you can use this feature instead to call 4d4 swarms of bats, or while outdoors you can call 2d4 dire wolves instead, provided the sun isn’t out. Enduring Soul At 18th level, Your soul clings to the mortal realm more than it has ever before. While you are below half of your maximum Vampiric Hit points, you regain vampiric hit points equal to 1d6 + half your vampire level at the start of each of your turns. If your vampiric hits points is above half your maximum hit points or you have 0 hit points this feature ends. If you take radiant damage or suffer a critical hit, this feature does not function until the end of your next turn.  

Legendary Creature

Starting at level 20,You become immune to necrotic damage and gain resistance to bludgeoning, piercing, and slashing damage. Additionally, when you fail a saving throw, you can choose to succeed instead. This can be used once, regaining use at the end of a long rest.  

Vampiric Origin

Vampirism spreads like a disease and there are two strains of vampirism, Ancient and Modern. Ancient vampires have many arcane rules to follow but are greatly powerful in the dark. You can choose what your  

Ancient Vampire

  Ancient vampires are cursed to follow many old traditions of vampires. They have more drawbacks than their modern counterparts; however their powers over the night are the reason people fear the dark.  

Child of the Night

Starting at 1st level, Darkness fuels you; the light is your bane. As such you gain the following benefits and drawbacks:   You have darkvision of 120ft You have resistance to necrotic damage. While in dim light or darkness you gain the following benefits: you have advantage on Perception and Stealth checks, and you can use the disengage action as a bonus action. You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. While sleeping on a bed with the soil of your birthplace on it, your exhaustion level will not increase by not having blood. The amount of dirt required is 1 pound. If you are in direct sunlight you have disadvantage on Perception checks that rely on sight. If you are in direct sunlight and without protective clothing, you can not use this class’s features. You have vulnerability to radiant damage. You are not allowed to enter a residence (home) without invitation from the occupants. If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.  

Moonlit Walk

Starting at 6th level, The Moon's light gives you strength. When the sun sets, roll 1d20 to see the moon's fullness based on the chart below. Alternatively, the DM may choose the moon’s fullness. While in the moon's light, you gain one of the following:   1: New Moon: Your movement speed increases by +10 feet. 2-10: Crescents and Quarters: Your speed increases by +10 feet and you have +1 to attack rolls. 11-19: Gibbous and Full: Your speed increases by +10 feet, you have +1 to attack rolls, +1 to your spell save DC and +1 to damage rolls. 20: Blood Moon: Your speed increases by +10 feet, you have +1 to attack rolls, +1 to your spell save DC and +1 to damage rolls and you gain vampiric hit points = ½ damage (rounded down) on all successful Melee attacks. Waking Dream Starting at 11th level, As a bonus action, you can create an illusion of night. A 100ft cube that goes around corners of dim light appears at a point of your choosing for 5 minutes or until you dispel it. This darkness has an accurate illusion of the moon and you gain the benefits of Moonlit Walk while in it. You need to finish a short rest before using this feature again. At 15th level, this range increases to up to 1 mile, and the duration has increased to up to 1 hour or until you dispel it. You can also decide what phase the moon is when you use Waking Dream. You need to finish a long rest before using this feature again.  

Darkest Nightmare

Starting at 15th level, You have been given a revelation of the dark inside you, and your ability to manipulate darkness has become vast. You gain the following benefits: you can see normally in all darknesses, including magical darkness, and you can use your action to gain Truesight of 30 feet until the end of your next turn. You may choose to make any Melee attack you perform deal necrotic damage.  

Modern Vampire

Though modern vampires do not gain the same strength in the dark as their ancient counterparts they do not suffer from the light's bane. They often rely on their physical might and psychic abilities rather than stealth or empowering magic.  

Daywalker

At 1st level, your skin sparkles like crystal when in direct sunlight. Additionally, your Strength and Dexterity scores increase by 2 and your movement speed increases by +15 feet.  

Powers Awakened

At 6th level, You can communicate telepathically with any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. In addition, you gain a shield that protects your mind. You have resistance against being charmed and you gain proficiency in Wisdom saving throws.  

Powers Fulfilled

At 11th level, You can cast Mirage of Despair and Phantasmal Killer twice without expending a spell slot. You need to finish a long rest before using this feature again.  

Surpass Perfection

At 16th level, Your strength and grace go beyond that of most any mortal. Your speed increases by +10 feet and your Strength and Dexterity scores and their respective maximums increase by +4.  

Exhaustion levels

1- Disadvantage on Ability Checks   2- Speed halved   3- Disadvantage on Attack rolls and saving throws   4- Hit point maximum halved   5- Speed reduced to 0   6- Death


Starting Equipment

  • chain shirt or leather armor
  • a dungeoneer's pack and an Arcane focus or an explorer's pack and Arcane focus
  • a simple weapon and a bottle of blood or a martial weapon and a shield
  • common clothes or fine clothes with hood

 


Spellcasting

Starting at the 2nd level you gain the Spellcasting ability: -The Vampire table shows how many spell slots you have to cast your spells of 1st level and higher.
To cast one of these Vampire 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. -Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Vampire table shows when you learn more Vampire spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose any number of the Vampire spells you know and replace them with another spell from the Warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Vampire spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Vampire spell you cast and w hen making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Subclass Options

None



Created by

JmanCaveman.

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