Vampire, 3rd Variant (5e Class)

Vampire

After a long evening of revelry deep within the city, a beautiful noble invites you back to their manor for sleep, conversation, and perhaps something more. That night, you are swept up in their overwhelming charisma, and as things start to get intimate, the noble lowers their head into the crook of your neck. Suddenly, you're overwhelmed with piercing pain as their hidden fangs sink into your neck. You fall limp, feeling your life drain out of you before being filled with something new; the sinister essence of unlife.

Ages have passed. You have seen families rise and fall; guided mortals to fortune and ruin; done unspeakable things at your lord's behest. You have proven yourself a useful pawn. On a whim, the noble gives you a taste of their own blood, and you feel a fragment of the life you have been without for so long return alongside a wealth of power.

Prestige Class: Vampire

Vampires are undead characterized by their ability to masquerade as living humanoids and propensity to drain the life force from living creatures. While it is often seen as a singular type of creature, it's more of a broad category of afflictions with a variety of causes.

Prerequisites

To qualify for multiclassing into the vampire class, you must meet these prerequisites:

Minimum Level: 1st level in any other class.
Ability Score Minimum: Constitution 13 or Wisdom 13
Type: You must be humanoid.
Special: You must be killed by a bite from a vampire, nosferatu, eastern vampire, blood drinker vampire, or vampirate captain.

Creating a Vampire

Vampire_mm5e.jpg
[Source]

Vampires come in all shapes and sizes. They also have different personalities. When creating a vampire, consider your vampire's age and experience as a vampire. Were they recently converted? Have they been converted for a long time? Were they born a vampire?

Quick Build

You can make a Vampire quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Charlatan background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

    Table: The

    LevelProficiency
    Bonus
    Features
    1st+2Undead Nature
    2nd+2Vampire Spawn, Night Sight
    3rd+2Fangs
    4th+2Ability Score Improvement
    5th+3Extra Attack
    6th+3Vampire Spawn improvement
    7th+3Vampiric Strikes
    8th+3Ability Score Improvement
    9th+4Fangs improvement
    10th+4Vampire Spawn improvement
    11th+4Night Sight improvement
    12th+4Ability Score Improvement
    13th+5
    14th+5True Vampire
    15th+5
    16th+5Ability Score Improvement
    17th+6Fangs improvement
    18th+6True Vampire improvement
    19th+6Ability Score Improvement
    20th+6True Vampire improvement

    Undead Nature

    At 1st level, life leaves you, replaced with something unnatural. You gain resistance to necrotic damage, you no longer need to breathe, and your type becomes Undead. Additionally, consuming one liter of blood fulfills your need to eat and drink for seven days.

    Vampire Spawn

    At 2nd level, the vampiric essence in your veins twists you into one of its spawn. Choose between True Vampire Spawn, Nosferatu Spawn, Eastern Vampire Spawn, Mind Drinker Spawn, Blood Drinker Spawn, and Vampirate Spawn, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th and 10th level.

    Night Sight

    At 2nd level, your eyes gain a new layer just behind your retinas common among hunters of a magical nature. You gain 60 feet of darkvision. If you already have darkvision, its radius increases by 30 feet.

    At 11th level, your darkvision radius increases by 60 feet.

    Fangs

    At 3rd level, your teeth become more fit for a hunter of the night. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. You may only attack once with your fangs on each of your turns, you can use Dexterity instead of Strength for the attack rolls of your fangs, and the target must be willing, incapacitated, restrained, or grappled by you.

    At 9th level, your fangs deal an additional 2d6 necrotic damage on a hit, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. At 17th level, this damage increases to 3d6 necrotic damage.

    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.

    Extra Attack

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

    Vampiric Strikes

    At 7th level, your fists are empowered by undead might and taloned fingers. If you hit with your unarmed strike, you deal bludgeoning or slashing damage equal to 1d8 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use Dexterity instead of Strength for the attack rolls of your unarmed strikes

    Fledgling Vampire

    You must drink the blood of a a vampire, nosferatu, eastern vampire, blood drinker vampire, vampirate captain, or a creature with this feature.

    At 14th level, when you kill a creature with your fangs, you may cause them to be revived with 1 hit point at dusk and gain the Undead Nature feature and count as being bit by the same kind of vampire that you are the spawn of. If they multiclass into this class, they must choose the same Vampire Spawn option as you.

    True Vampire

    At 14th level, the vampiric blood you drank gives you the power of the one that shed it. Choose between True Vampire, True Nosferatu, True Eastern Vampire, True Mind Drinker, True Blood Drinker, and True Vampirate, all detailed at the end of the class description. Your choice grants you features at 14th level, and again at 18th and 20th level.

    Vampire Spawn Options

    True Vampire Spawn

    The most vampires and their spawn descend from the notorious Strahd von Zarovich of Barovia. They are the most well known vampiric nature, with many of their traits being mistaken for core vampiric traits.

    Vampiric Weaknesses

    At 2nd level, your vampirism limits you in the following ways:

    Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
    Forbiddance. You can't enter a residence without an invitation from one of the occupants.
    Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
    Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
    Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
    Spider Climb

    At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Hungry Grasp

    At 2nd level, on a hit with your unarmed strike, you may forgo dealing damage to grapple the target.

    Regeneration

    At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

    Impenetrable Skin

    At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Nosferatu Spawn

    Nosferatu, also known as corpse vampire, are a fairly recent form of vampire, having arisen as a result of the Spellplague. While Mystra's return and the Second Sundering lead to the destruction of most corpse vampires, a number where saved by the Dark Powers of Ravnica that created true vampires.

    Sunlight Hypersensitivity

    At 2nd level, you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

    Spider Climb

    At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Regeneration

    At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

    Thirsty Fangs

    At 10th level, when you deal damage to a creature with hit points below their maximum with your bite, the necrotic damage they take 2d10 necrotic damage instead of 2d6.

    At 17th level, this damage increases to 3d10 necrotic damage.

    Eastern Vampire Spawn

    Eastern vampires are a branch of true vampires created by spellcaster vampires in Faerun's Hordelands seeking reprieve from the watchful eyes of the Dark Powers without losing their undeath.

    Vampiric Weaknesses

    At 2nd level, your vampirism limits you in the following ways:

    Chained to the Grave. You only gain the benefits of sleeping while in your burial site (i.e. coffin, crypt, gravesite). The location of this burial site can be moved, such as by transporting a coffin or a significant amount of grave dirt.
    Forbiddance. You can't enter a residence without an invitation from one of the occupants.
    Harmed by Running Water. You take 20 acid damage when you end your turn in running water.
    Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place.
    Sunlight Hypersensitivity. You take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
    Hungry Grasp

    At 2nd level, on a hit with your unarmed strike, you may forgo dealing damage to grapple the target.

    Magic Blood

    At 2nd level, you become immune to poison damage and the poisoned condition.

    Regeneration

    At 6th level, you regain hit points equal to twice your proficiency bonus at the start of each of your turns if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

    Impenetrable Skin

    At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Mind Drinker Spawn

    Mind drinker vampires descend from Szadek Dimir, one of ten parun of Ravnica, a world of cities nestled in a cluster of demiplanes within the Ethereal Plane. Hailing from a once-grand clan of psychic vampires that was reduced to only himself, Szadek's essence grants powerful psionics to its vessels, allowing themselves to nourish their bodies by draining psionic energy in addition to blood.

    Sunlight Sensitivity

    At 2nd level, while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    <!-Class Feature->

    At 6th level,

    <!-Class Feature->

    At 10th level,

    Blood Drinker Spawn

    Blood drinker vampires descend from Slavomir Zoltan, a leader of the Orzhov Syndicate of Ravnica and progenitor of a more recent breed of Ravnica's vampires. Orzhov's spawn are feared for their ability to charm their targets.

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    At 6th level,

    Impenetrable Skin

    At 10th level, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.

    Vampirate Spawn

    Vampirates, at least according to legend, descend from a mythical spelljammer pirate whose greed, and perhaps a number of afflictions from the variety of lands he plundered, held him from death's rest.

    Some of this Vampire Spawn's features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

    Vampirate Spawn save DC = 8 + your proficiency bonus + your Constitution modifier

    Phlogiston Composition

    At 2nd level, the nature of space is infused into your vampiric essence. When you are reduced to 0 hit points, you explode in a cloud of ash. Any creature within 5 feet of you must succeed on a Constitution saving throw or take 5 (1d10) necrotic damage.

    Spider Climb

    At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Energy Drain

    At 6th level, your very touch drains life from your surroundings. Your energy drain is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal necrotic damage equal to 2d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike, and you can use Dexterity instead of Strength for the attack rolls of your energy drain. Attacks with your energy drain can be made as a melee attack or ranged attack with a range of 30 feet.

    Energy Constitution

    At 6th level, you become vulnerable to radiant damage and immune to cold and poison damage.

    Spacefarer's Mind

    At 10th level, your darkvision radius doubles, and you become immune to the charmed and poisoned conditions.

    True Vampire Options

    True Vampire

    The most vampires and their spawn descend from the notorious Strahd von Zarovich of Barovia. They are the most well known vampiric nature, with many of their traits being mistaken for core vampiric traits.

    <!-Class Feature->

    At 14th level,

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    True Nosferatu

    Nosferatu, also known as corpse vampire, are a fairly recent form of vampire, having arisen as a result of the Spellplague. While Mystra's return and the Second Sundering lead to the destruction of most corpse vampires, a number where saved by the Dark Powers of Ravnica that created true vampires.

    <!-Class Feature->

    At 14th level,

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    True Eastern Vampire

    Eastern vampires are a branch of true vampires created by spellcaster vampires in Faerun's Hordelands seeking reprieve from the watchful eyes of the Dark Powers without losing their undeath.

    <!-Class Feature->

    At 14th level,

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    True Mind Drinker

    Mind drinker vampires descend from Szadek Dimir, one of ten parun of Ravnica, a world of cities nestled in a cluster of demiplanes within the Ethereal Plane. Hailing from a once-grand clan of psychic vampires that was reduced to only himself, Szadek's essence grants powerful psionics to its vessels, allowing themselves to nourish their bodies by draining psionic energy in addition to blood.

    <!-Class Feature->

    At 14th level,

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    True Blood Drinker

    Blood drinker vampires descend from Slavomir Zoltan, a leader of the Orzhov Syndicate of Ravnica and progenitor of a more recent breed of Ravnica's vampires. Orzhov's spawn are feared for their ability to charm their targets.

    <!-Class Feature->

    At 14th level,

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    True Vampirate

    Vampirates, at least according to legend, descend from a mythical spelljammer pirate whose greed, and perhaps a number of afflictions from the variety of lands he plundered, held him from death's rest.

    Captain's Curse

    At 14th level, you gain the Phlogiston Composition and Energy Drain features. If you already have these features, their damage dice are doubled.

    <!-Class Feature->

    At 18th level,

    <!-Class Feature->

    At 20th level,

    0.00
    (0 votes)

    Back to Main Page 5e Homebrew Classes Special Classes

    This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dungeons & Dragons franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. D&D Wiki neither claims nor implies any rights to Dungeons & Dragons copyrights, trademarks, or logos, nor any owned by Wizards of the Coast. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
    This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.