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Magical Vampire


Hit Points

Hit Dice: d6 per Magical Vampire level
Hit Points at first Level: 6+con
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Vampire level after 1st

Proficiences

Armor: none
Weapons: Simple weaponry
Tools:
Saving Throws: Con and Cha
Skills: Choose 2 from survival, arcana, history, intimidation, persuasion and perception.

Overview & Creation

You are a newly infected being of the night, as you become more accustomed to the changes, your powers expand, and so do the peoples fear of what you are.
You gain the following flaws:
  You cant enter a persons house without permission.
  You need blood to survive after level 2.
Natural Running water deals 2d8 acid damage at the beginning of your turn.
  The sunlight irritates your skin, giving you disadvantage on perception and insight checks while in sunlight.   You turn to dust when you truly die.


Class Features


Bloodline
At level 1, you select a bloodline and gain spellcasting as labeled below.
Blood Sense
At second level, Your vampiric blood gives you a strong sense of smell. You may use an action you may open your senses to the smell of blood, being able to detect how many creatures with blood are around you, and there cardinal direction from you within 60ft. This may be blocked due to thick walls, but can pentrate thin walls. You may do this equal to 1 + Your charisma modifer a day.
Natural Fangs
At 2nd level, You gain a natural bite attack that can use either strength or dex, it deals 1 piercing damage and 1d4 necrotic damage.This does not gain damage based on your strength or dex. You heal for half of the necrotic damage done, minimum 1. This increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17. this only works on creatures with blood. You also gain 1 days worth of food each time you successfully hit with this, gaining 3 instead on a willing target. You now need to drink blood to survive.
Misty Escape
At 3nd level, When you go down to 0 hp and are not standing in water, you become a mist that is immune to all non-magical damage, and has a flight speed of 10ft. You cant interact with items or take actions but you may still move during your turn as long as it isnt over water. You make death saving throws as normal, but gain +10 Flight speed and + 3 to your death saves while in darkness. Each time you go up to a new spell level, gain +1 to your death saves in darkness. You cant transform back into a vampire until you regain 1hp.
Undying body
At level 3, you are now immune to disease and resistant to poison but you are now classified as undead for the purposes of spells(not including healing spells).
Shapechanger
Starting at 10th level, if you aren't in running water, you can use an action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, its walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than its size and speed, are unchanged. Anything you are wearing transforms with you, but nothing it is carrying does. You revert to your true form if you die.   While in misty form, you have the traits described in the "misty escape" feature.
Blood production:
At level 17, you have found a way to begin producing your own blood, allowing you to cast 1 9th level spell a day without costing a spell slot.
Regeneration:
At level 18, youve begun to naturally regenerate. While below half hp you regain 5+ your con modifier a turn while not at 0 hp.


Starting Equipment

(a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a burglars pack or (b) an Diplomats pack Two daggers


Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Vampire spell list. Cantrips At 1st level, you know four cantrips of your choice from the Vampire spell list.   Spell Slots Your Bloodlines table shows how many spell slots you have to cast your Vampire 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 spells equal to your bloodlines starting spell list, Druids for Blood magic, and Sorcerer for magical blade.   The Spells Known column of the Bloodlines 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 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, You follow the class rules of your table for how many spells you have and when to select and get new spells, with blood magic being able to swap each day using cha, and magical blade having a permanent set of spells.   Spellcasting Ability Charisma is your spellcasting ability for your sorcerer 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 sorcerer spell you cast and when 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   Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Vampire spells.


Subclass Options

Vampyr:


Magical armor:
At level 1, you gain the ability to cast mage armor at will. You use the Bard table for number of spells known and cantrips.
Hemomancy:
At level 1, While out of combat, you may drain the blood of your enemies to regain spell slots, for each medium creature you gain 1 blood point, large creatures grant 2, and gigantic creatures grant 3. You may hold up to your level in blood points and may spend them like Metamagic points to regain spell slots. You may not gain more than your level + Cha modifier blood points a day. Additionally biting someone also grants blood points equal to the points you gain of food.
Enhanced magics:
At level 6, you may add your cha bonus to any vampire cantrips you know.
Bitter Cold:
At level 14, you now treat resistance to cold damage as neutral, and immunity to cold damage as resistance. In addition, you may choose 2 cold damaging spell for your level and have them always prepared, not counting against your max spells.
Apex Transformation:
At level 20, You may transform into a true vampire for 10 minutes. All your spells now gain expertise to hit, gain cha modifier to the damage, and you now ignore all resistances and immunities to cold damage. In addition, you may cast a level 1 cold spell for free while in this form. You may only do this once per day and recharges at midnight.

Magic blade:


Trained fighter:
At first level, Your hit dice increases from d6 to d8, you gain proficency in light armor, medium armor, and all martial melee weapons. You use the sorcerer table for cantrips and spells known.
Infused magics:
At first level, you may enchant a melee weapon with your vampiric powers, granting you Blade Dance cantrip that can only be used while the weapon is within 60ft of you, and you may move your floating weapon up to your movespeed a turn as long as it is within range. While outside of the range, it falls to the floor, no longer floating or able to move.
Enhanced capabilities:
At the 6th level, Your base movespeed is increased by 10ft, in addition, you may cast misty step once per short rest for free.
Infused Shielding:
At level 14, You gain proficency in shields. You may now enchant a shield granting a +2 AC bonus to you at all times, even when you dont have it your hand, as it appears to defend yourself. You may burn your reaction to gain an additional +3 AC to yourself or another ally taking an attack.
Apex Transformation:
At level 20, you may transform into a true Vampire for 10 minutes. You gain a second magical blade at all times, allowing you to use your Blade Dance cantrip twice per action instead of once. Additionally you gain an additional magic shield which you may have protect an ally instead, granting them the same features as you do.


LevelAbilities
1Spellcasting, Bloodline
2Blood sense, Natural Fangs
3Misty Escape, Undying body
4ASI
5Spell level up + Cantrip up
6Bloodline feature
7Spell level up
8ASI
9Spell level up
10Shapechanger
11Spell level up
12ASI
13Spell level up
14Bloodline feature
15Spell level up
16ASI
17Blood creation
18Regeneration
19ASI
20Bloodline Apex

Created by

metaleclipse.

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