Vampire Base Class1

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The Vampire

Infused with the power of darkness and having already


experienced death, you are a lethal creature of the night. As
your power increases, your supernatural nature comes to the
fore- but will your humanity pay the price?
You are a monster, fated and infected by a vile curse that
transformed you into a creature of nightmares. Normal
emotions have become alien to you. Only cold, gnawing
hunger remains. Most of those who become vampires are
victims of monstrous attacks, created by a callous hunter who
drained them dry of blood and life force, then cast them
aside. Others seek out this path from their own fear of
inarmity and death, discovering the arcane rites and
alchemical formulas that promise dark power.
In some cases, a character finds his or her vampirism
invoked by an ancient family curse, or that he or she is a
member of an extended clan of vampires who pass their
blood down to those they deem worthy-whether by choice or
not. Whatever their origins, vampire characters are not slaves
to their creators. Even those beholden to an older vampire
retain free will, and have a chance to avoid sinking into the
bestial depravity so common among their kind.
Vampire characters are the most exceptional examples of
those who carry this dark curse, using their powers not solely
for murder and personal gain. Some become the greatest of
heroes, but even those vampires are aware that few among
the common folk have the ability to see past the frightening
reality of their dark nature. Avoiding the scrutiny of
superstitious folk and disguising his or her needs and
abilities serves a vampire best. Trusted companions, enemies

Class Features
As a Vampire, you gain the following class features.
Prerequisites
To become a vampire, you must possess the Deathless
universal subrace. See annex.
Hit Points
Hit Dice: 1d8 per vampire level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per vampire level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose four from Acrobatics, Arcana, Athletics,
Deception, Intimidate, Perception, and Stealth.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a Light Crossbow and 20 bolts or (b) any simple
weapon
(a) a Component pouch or (b) a holy symbol
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Two daggers
The Vampire
Proficiency Blood Cantrips Spells
Level Bonus Points Features Know Known 1st 2nd 3rd 4th 5th
1st +2 - Blood Drinker, Child of the Night, Vampire's 3 - - - - - -
Reflexes
2nd +2 2 Blood is Life 3 2 2 - - - -
3rd +2 3 Metamagic, Strength of Blood 3 2 3 - - - -
4th +2 4 Ability Score Improvement 4 3 3 - - - -
5th +3 5 Extra Attack 4 3 4 2 - - -
6th +3 6 Hidden Might 4 4 4 2 - - -
7th +3 7 Spider Climb 4 4 4 3 - - -
8th +3 8 Ability Score Improvement 4 5 4 3 - - -
9th +4 9 4 5 4 3 2 - -
10th +4 10 Metamagic, Shapechange 5 6 4 3 2 - -
11th +4 11 5 6 4 3 3 - -
12th +4 12 Ability Score Improvement 5 7 4 3 3 - -
13th +5 13 5 7 4 3 3 1 -
14th +5 14 Hardened Skin 5 8 4 3 3 1 -
15th +5 15 Monstrous Wings 5 8 4 3 3 2 -
16th +5 16 Ability Score Improvement 5 9 4 3 3 2 -
17th +6 17 Metamagic 5 9 4 3 3 3 1
18th +6 18 Resilience 5 10 4 3 3 3 1
19th +6 19 Ability Score Improvement 5 10 4 3 3 3 2
20th +6 20 Vampiric Restoration 5 11 4 3 3 3 2

Multiclassing If you end your turn in direct sunlight and lack a protective
Vampire Requires: Constitution 13, Charisma 13 covering such as a cloak or other heavy clothing, you take
Proficiencies Gained: Simple weapons, one skill from the 1d6 radiant damage (plus damage from radiant
list of vampire skills. vulnerability), and receive the poisoned condition until the
end of your next turn (immunity does not apply). If you
Blood Drinker drop below 1 hit point from this damage, you are instantly
When you hit a creature with a melee weapon Attack, you can destroyed.
use your Bonus Action to deal an extra 1d6 necrotic. You then Vampire's Reflexes
regain a number of hit points equal to the damage dealt. This
extra damage increases to 2d6 at 5th level, 3d6 at 11th level, You gain an Unarmored AC of 12 + your Dexterity Modifier.
and 4d6 at 17th level. Your Unarmored AC improves as your Vampire level
Once you use this feature, you must finish a short or Long increases.
Rest before you can use it again. Table: Vampire's Reflexes
Vampire Level Unarmored AC
Child of the Night 5th 13 + Dex modifier
In addition to normal deathless traits, you possess the 11th 14 + Dex modifier
following qualities.
17th 15 + Dex modifier
Unlike other deathless, you still need to sleep
You have resistance to necrotic damage.
You have vulnerability to radiant damage.
Cantrips Regaining Blood Points. Spent blood points are not
restored upon resting.
At 1st level, you know three Cantrips of your choice from the You may regain blood points by bite a willing, unconscious,
vampire spell list. You learn an additional vampire cantrip of or restrained humanoid as an action, causing it to lose a
your choice at 4th level and another at 10th level. number of hit dice no greater than half your vampire level,
and you to regain an equal number of blood points.
Spellcasting You also regain a number of blood points equal to the
By the time you reach 2nd level, you have learned to use your number of necrotic damage dice rolled when using your
dark gifts to cast Spells, much as a sorcerer does. Blood Drinker ability.
You may use a holy symbol as a spellcasting focus.
Metamagic
Spell Slots At 3rd level, you gain the ability to twist your Spells to suit
The vampire table shows how many Spell Slots you have to your needs. You gain one of the following Metamagic options
cast your Spells of 1st level and higher. To cast one of these of your choice. You gain another one at 10th and 17th level.
Spells, you must expend a slot of the spell's level or higher. You can use only one Metamagic option on a spell when
You regain all expended Spell Slots when you finish a Long you cast it, unless otherwise noted.
Rest. Careful Spell
Spells Known of 1st Level and Higher When you Cast a Spell that forces other creatures to make a
You know two 1st-level Spells of your choice from the saving throw, you can protect some of those creatures from
vampire spell list. the spell’s full force. To do so, you spend 1 blood point and
You learn an additional vampire spell of your choice at each choose a number of those creatures up to your Charisma
odd numbered level thereafter. Each of these Spells must be modifier (minimum of one creature). A chosen creature
of a level for which you have Spell Slots. For instance, when automatically succeeds on its saving throw against the spell.
you reach 5th level in this class, you can learn one new spell Distant Spell
of 1st or 2nd level. When you Cast a Spell that has a range of 5 feet or greater,
Additionally, when you gain a level in this class, you can you can spend 1 blood point to double the range of the spell.
choose one of the vampire Spells you know and replace it When you Cast a Spell that has a range of touch, you can
with another spell from the vampire spell list, which also spend 1 blood point to make the range of the spell 30 feet.
must be of a level for which you have Spell Slots.
Empowered Spell
Spellcasting Ability
Charisma is your spellcasting ability for your vampire Spells. When you roll damage for a spell, you can spend 1 blood
You use your Charisma whenever a spell refers to your point to reroll a number of the damage dice up to your
spellcasting ability. In addition, you use your Charisma Charisma modifier (minimum of one). You must use the new
modifier when Setting the saving throw DC for a vampire rolls.
spell you cast and when Making an Attack roll with one. You can use Empowered Spell even if you have already
used a different Metamagic option during the casting of the
Spell save DC = 8 + your proficiency bonus + your Charisma spell.
modifier
Spell Attack modifier = your proficiency bonus + your Extended Spell
Charisma modifier When you Cast a Spell that has a Duration of 1 minute or
Blood is Life longer, you can spend 1 blood point to double its Duration, to
Starting at 2nd level, you gain a number of Blood Points a maximum Duration of 24 hours.
equal to your vampire level. Heightened Spell
These blood points may be used to either gain additional When you Cast a Spell that forces a creature to make a
Spell Slots or, at higher levels, use Metamagic options. saving throw to resist its effects, you can spend 3 blood
Creating Spell Slots. You can transform unexpended points to give one target of the spell disadvantage on its first
blood points into one spell slot as a Bonus Action on Your saving throw made against the spell.
Turn. The created Spell Slots Vanish at the end of a Long
Rest. The Creating Spell Slots table shows the cost of Quickened Spell
creating a spell slot of a given level. You can create Spell Slots When you Cast a Spell that has a Casting Time of 1 action,
no higher in level than 5th. you can spend 2 blood points to change the Casting Time to 1
Table: Creating Spell Slots Bonus Action for this casting.
Spell Slot Level Blood Point Cost
Subtle Spell
1st 2
When you Cast a Spell, you can spend 1 blood point to cast it
2nd 3 without any somatic or verbal Components.
3rd 5
4th 6
5th 7
Twinned Spell Hardened Skin
When you Cast a Spell that Targets only one creature and Starting at 14th level, you gain resistance to slashing,
doesn’t have a range of self, you can spend a number of blood bludgeoning, and piercing damage.
points equal to the spell’s level to target a second creature in
range with the same spell (1 blood point if the spell is a Monstrous Wings
cantrip).
To be eligible, a spell must be incapable of targeting more You grow a pair of wings, gaining a flight speed equal to your
than one creature at the spell’s current level. For example, base speed.
Magic Missile and Scorching Ray aren’t eligible, but Ray of The physical appearance of these wings is left for you to
Frost is. decide.
Ability Score Improvement Resilience
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 18th level, if you fail a saving throw, you can
19th level, you can increase one ability score of your choice choose to succeed instead.
by 2, or you can increase two Ability Scores of your choice by Once you use this feature three times, you must finish a
1. As normal, you can’t increase an ability score above 20 Long Rest before you can use it again.
using this feature.
Vampiric Restoration
Strength of Blood At 20th level, you regain 4 expended blood points whenever
Starting at 3rd level, you may spend a bonus action to gain you finish a Short or Long Rest.
advantage on any constitution or strength based checks
performed that turn, including skill or tool checks.
Once you use this feature, you must finish a short or Long
Rest before you can use it again.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once,
whenever you take the Attack action on Your Turn.
Hidden Might
Starting at 6th level, you gain a bonus to the damage rolls of
vampire cantrips. This bonus equals your charisma modifier.
Night Crawler
Starting at 7th level, you can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Shapechange
Starting at 10th level, you gain the ability to alter your form in
one of two ways.
If you aren't in sunlight or running water, you can use your
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, you walking speed is 5
feet, and you have a flying speed of 30 feet. Your Statistics,
other than size and speed, are unchanged. Anything you
are wearing transforms with you, but nothing you are
carrying does. You reverts to your true form if you dies.
While in mist form, you can't take any actions, speak, or
manipulate Objects. You are weightless, have a flying
speed of 20 feet, can hover, and can enter a hostile
creature's space and stop there. In addition, if air can pass
through a space, you can do so without squeezing, and
can't pass through water. You have advantage on Strength,
Dexterity, and Constitution saving throws, and are
immune to all nonmagical damage, except damage from
sunlight.
Hardened Skin
Vampire Spell List
Cantrips (0 Level) Inflict Wounds Bestow Curse Blight
Chill Touch Silent Image Blinding Smite Dominate Beast
Frostbite Clairvoyance Evard's Black Tentacles
Guidance 2nd Level Fear Freedom of Movement
Mage Hand Alter Self Fly Greater Invisibility
Minor Illusion Blur Gaseous Form Phantasmal Killer
Ray of Frost Darkness Haste Polymorph
Resistance Detect Thoughts Hypnotic Pattern Staggering Smite
True Strike Enthrall Major Image
Invisibility Phantom Steed 5th Level
1st Level Knock Speak With Dead Contagion
Bane Levitate Tongues Dispel Evil and Good
Charm Person Misty Step Vampiric Touch Dominate Person
Command See Invisibility Water Walk Dream
Disguise Self Spider Climb Passwall
False Life Suggestion 4th Level Raise Dead
Find Familiar Compulsion Seeming
Fog Cloud 3rd Level Confusion
Animate Dead
Deathless Subrace (For Reference)
    Ability Score Increase. Constitution +1.
Deathless. You gain immunity to poison damage, the
poisoned condition, and exhaustion. You may not use any
abilites, such as the Berserker's Frenzy, which impart
exhaustion when used.
Needless. You do not breathe, eat, or sleep.
Darkvision. You have darkvision out to 60 ft.
Additionally, your Draconic Ancestry trait (if you have it)
uses necrotic damage as its damage type, replacing the
damage type that applies to your breath weapon and your
damage resistance.
Skeletal Deathless
    Some deathless are skeletal in form. Skeletal deathless are
resistant to piercing damage but vulnerable to bludgeoning
damage.

All images used are property of Wizards of The


Coast.
Artist Credits
Bloodline Keeper By Jason Chan
Swamp Art by Jung Park
Avacyn, the Purifier by James Ryman
Furyblade Vampire by Lius Lasahido
Lord of Lineage By Jason Chan

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