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Vampire

C
ursed to feed upon the blood of living beings to Sunlight Hypersensitivity. You have disadvantage on
sate their thirst, vampires are feared and hated attack rolls and on ability checks while in direct sunlight.
the world over. Strong, fast and ruthless, most Additionally, You have vulnerability to radiant damage, and
vampires live in thrall to their creators. You are if you are reduced to 0 hit points by radiant damage, you
no different, one of many spawn created by an crumble to dust and die outright.
uncaring and heartless monster. If not completely encloaked in clothing, you take 10 points
Or, at least you weren't, until your creator was smote dead, of radiant damage whenever you start your turn in direct
leaving you adrift in the world with nothing but thirst in your sunlight.
throat and potential in your heart. Will you seek to better Bound to the Earth. You are particularly vulnerable while
yourself? Or will you become a monster to be feared? sleeping. You have disadvantage on Perception checks made
to awaken in response to noise (or a -5 to your Passive
Hit Points Perception), and can easily be killed by being staked through
Hit Dice: 1d10 per Vampire level the heart while sleeping.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
modifier per Vampire level after 1st
Proficiencies
Armor: Light and medium armour
Weapons: Simple and martial weapons
Tools. None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics,
Deception, History, Insight, Intimidation, Perception,
Persuasion, Religion or Stealth.
Multiclassing: You cannot multiclass into Vampire.
Becoming a Player Vampire requires one to be turned and
killed by a Vampiric master, which has the consequence of
returning you to a low leveled thrall. In order to multiclass
into another class from Vampire, you require both Strength
and Dexterity scores of 13.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) two melee martial weapons, or (b) a melee martial
weapon and a light crossbow with 20 bolts
(a) a scholars' pack or (b) a diplomats' pack or (c) a
dungeoneer's pack
a holy symbol
long, concealing cloaks, gloves, and shrouds
Cursed Unlife
As a vampire, you are cursed to walk the world in torment.
Beginning at 1st level, you have the following conditions.
Proficiency Sanguine 7th
Level Bonus Features Masteries
Vampire 8th
1st +2 Cursed Unlife, Born Hunter, -
Drain Blood (1d6), 9th
Unarmoured Defense
10t
2nd +2 Coagulating Essence, 2
Sanguine Masteries 11t
3rd +2 Vampiric Legacy 2
12t
4th +2 Ability Score Improvement 2
13t
5th +3 Extra Attack, Swift Stalker, 3
Drain Blood (2d6) 14t
6th +3 Vampiric Legacy Feature 3 15t
Vampires are naturally resilient, and seldom bother with
armour. Also beginning at 1st level, while not wearing armour,
your AC equals 10 + your Dexterity modifier + your
Constitution modifier. You can't use a shield and gain this
benefit.
Coagulating Essence
Beginning at 2nd level, you are learning how to master your
own body and blood. When you use your Drain Blood feature
to recover hit points from a humanoid or a creature which
could otherwise reasonably sustain you as per your Undead
Nature feature, you regain one Hit Die.
This increases to two Hit Dice at 11th level.
Sanguine Masteries
Also beginning at 2nd level, you are starting to explore your
potential as a vampire. You learn two Sanguine Masteries.
Many Saguine Masteries use your Hit Dice as a resource.
Born Hunter Your options are detailed at the end of the class description.
Beginning at 1st level, the curse affects your body in other When you gain certain Vampire levels, you gain additional
ways. Masteries of your choice, as shown in the Sanguine
Accustomed to moonless nights and dark catacombs, you Masteries column of the Vampire table.
gain darkvision. You can see in dim light within 60 feet of you Additionally, whenever you gain a level in this class, you
as if it were bright light, and in darkness as if it were dim can choose one of the Masteries you know and replace it with
light. You can't discern colour in darkness, only shades of another Mastery you could learn at that level.
grey. If you already have darkvision from your race, its range A number of your abilities enable you to cast spells, and/or
extends by 60 feet instead. force targets to make saving throws. In either case, your
Your teeth become natural weapons, which you can use to spellcasting modifier is Charisma, and you use your
make unarmed strikes with a reach of 5 feet. Your Bite attack Charisma to determine saving throw DCs.
deals 1d6 + your Strength modifier piercing damage on a hit. VAMPIRE SAVE DC = 8 + your Charisma modifer + your
proficiency bonus
Drain Blood Vampiric Legacy
You can drain the life force of others by draining their blood. At 3rd level, you choose a Vampiric Legacy in which to
Beginning at 1st level, when you hit a creature with your Bite specialise. Choose either the Beguiler or Predator Legacy.
attack, if it has blood, you can deal an additional 1d6 necrotic Your choice grants you features at 3rd level, and again at 6th,
damage to the target, reduce the target's maximum hit points 11th, 15th and 20th levels.
by that amount, and regain that many hit points. This damage
increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at
17th level. (You can always choose for this damage to be Ability Score Increase
nonlethal, and if the loss of Hit Points would reduce a When you reach 4th level, and again at 8th, 12th, 16th and
creature to a Hit Point amximum of zero, you can leave them 19th level, you can increase one ability score of your choice
with a Hit Point maximum of 1 instead.) by 2, or two ability scores of your choice by 1. As normal, you
Once you use this feature, you can't use it again until you can't increase an ability score above 20 using this feature.
finish a long rest.
Extra Attack
Unarmoured Defense
Begin
when
Swi
Also
incre
Hunger Mind of the Hunter
Beginning at 7th level, you can use your Drain Blood feature Beginning at 13th level, your long experience in hunting and
twice, instead of once. manipulating others, and your detachment from mortal
needs, grants you the mindset to ignore most mental effects.
Beastly You gain proficiency in Wisdom saving throws. If you already
Beginning at 9th level, you can take on the form of your have proficiency in Wisdom saving throws, you gain
unnatural servants. As an action, you can transform into a proficiency in Intelligence saving throws instead.
wolf, a bat or a rat. The transformation lasts 1 hour. You can Feast
revert to your normal form as an action. You gain the
Strength, Dexterity, Constitution, Armour Class, Hit Points, Beginning at 14th level, you can use your Drain Blood feature
movement and senses of your new form. You cannot use your three times, instead of twice.
Vampire abilities while in Beast Form. If you are reduced to 0
Hit Points in your Beast Form, you revert back to your The Eternal Regeneration
normal form. Beginning at 17th level, if you begin your turn with less than
You can use this feature twice, and regain the ability to use half your Hit Points remaining, and have not taken radiant
it when you finish a long rest. damage since your last turn, you regain 10 Hit Points.
Return to the Earth Flesh of Steel
Beginning at 10th level, your curse keeps you bound to this Beginning at 18th level, you gain resistance to bludgeoning,
semblance of life. When you would be killed, you instead piercing, and slashing damage from non-magical weapons.
discorporate into mist, and reform unconscious in the last
location you completed a long rest. You reawaken after 1d4
hours, or at the next sundown, whichever is longer. This
feature does not work if you are killed by radiant damage.
While unconcious in that location, you are naturally
vulnerable to being killed by a wooden stake.
Self Study
Vampiric Legacies Beguilers understand that self control is their greatest tool
Different vampires choose different ways of interacting with for survival- if they cannot control themseleves, they will have
the world. Their choices lead them to specialise, leaning their no control over others.
talents towards careful coexistence with humanoids around At 6th level, you may select and learn an additional
them, or cruel domination of their prey. Sanguine Mastery. It does not count against the number of
Masteries you can know on the Sanguine Masteries column
Beguiler Legacy of the Vampire table.
Beguilers choose to use their vampiric influence to Willbreaker
manipulate and control others. They choose to manage their To be a vampire is to be dominant. Beginning at 11th level,
feeding with carefully selected pools of 'volunteers', and the once per turn when you hit a creature with a melee attack,
more benevolent among them are even known to negotiate you can force it to make a Wisdom saving throw. On a failed
deals with large populations in order to feed without needing save, it has disadvantage on the first attack roll and the first
to kill. The territory of a beguiler is usually marked by a ability check it makes on its next turn.
surprisingly complacent populace, and monster hunters who Additionally, you may use your Manipulator of Mortals
come to cleanse such places may find their own wits turned feature twice between rests, instead of once.
against them... or the local populace they came to liberate.
Blood Maestro
Manipulator of Mortals At 15th level, you may select a second additional Sanguine
Beginning when you choose this legacy at 3rd level, you gain Mastery to learn.
the ability to direct the desires of others. As an action, choose
a humanoid or beast within 30 feet. It must make a Wisdom Master Beguiler
saving throw against your Vampire Save DC. On a failed save, Beginning at 20th level, you can focus your willpower to
it is charmed by you, regards you as a trusted friend, and will overwhelm your foes. As an action, you transform into your
follow your instructions as long as they are not directly ascended form, making your skin look ceramic and causing
harmful. Additonally, while charmed in this way, it will permit your eyes to glow red. You gain the following benefits for one
you to use your Bite attack and Drain Blood feature against it. minute:
The charm lasts for 1 minute. Whenever you or your allies
deal damage to or cast spells on the target or the target's As a bonus action on your turn, you can choose a creature
allies, or try to force the target to do so to its allies, it can within 60 feet of you. It must make a Wisdom saving
repeat the saving throw, ending the effect on a success. throw. On a failed save, it is paralysed until your next turn.
You can use this feature once, and regain the ability to use Whenever a creature hits you with a melee attack, it takes
it when you finish a short or longrest. psychic damage equal to your Charisma modifier, as
mental punishment for its hubris
False Face You can't be charmed, frightened, paralysed, put to sleep,
Also at 3rd level, specialise in talking (and lying) to your or stunned for the duration of your transformation. If you
mortal acquaintances. You gain proficiency in the Deception were already affected by one or more of these conditions,
and Persuasion skills. If you already have proficiency in its effect is delayed until your transformation ends
either skill, you may choose another skill from the Vampire You are immune to psychic damage
class list to gain proficiency in instead.
Predator Legacy Tightly Strung
Predators do not interest themselves in the concerns of their Beginning at 6th level, are constantly alert and on edge. You
prey. They prefer to find safety and comfort in their own gain advantage on initiative rolls.
physical prowess, mastering martial combat and using speed Bloodlust
and stealth to overpower their prey. The territory of a To be a vampire is to revel in the hunger. Beginning at 11th
predator is usually marked by unusual disappearances, and level, whenever you hit a creature with a critical hit, or reduce
monster hunters who come to cleanse these places with their a creature to 0 hit points with a melee attack on your turn,
weapons often find such weaponry turned against them. you can use a bonus action to make a Bite attack.
Way of the Blade Feral Resistance
Beginning when you choose this legacy at 3rd level, you Beginning at 15th level, you gain immunity to poison damage
choose to emphasise your superior speed and strength. You and the poisoned condition.
can choose a fighting style as your speciality. Choose one of
the following options. You can't take a Fighting Style more Apex Predator
than once, even if you get to choose again. Beginning at 20th level, you can unleash your mastery of
Duelling. When you are wielding a melee weapon in one blood to become a horrific visage of death. As an action, you
hand and no other weapons, you gain a +2 bonus to damage transform into your ascended form- a large, many-limbed
rolls with that weapon. gory monstrosity. You gain the following benefits for one
Great Weapon Fighting. When you roll a 1 or a 2 on a minute:
damage die for an attack you make with a melee weapon that
you are wielding with two hands, you can reroll the die and Your size becomes Large, and your reach for melee
must use the new roll, even if the new roll is a 1 or a 2. The attacks is extended by 5 feet
weapon must have the two-handed or versatile property for Your melee attacks deal an additional 1d4 necrotic
you to gain this benefit. damage on a hit
Two-Weapon Fighting. When you engage in two weapon You can't be charmed, frightened, paralysed, put to sleep,
fighting, you can add your ability modifier to the damage of or stunned for the duration of your transformation. If you
the second attack. were already affected by one or more of these conditions,
its effect is delayed until your transformation ends
Bloodhound You can make three attacks, instead of two, when you take
Also at 3rd level, you specialise in tracking your hapless prey. the Attack action on your turn
You have advantage on Wisdom (Perception) and Wisdom
(Survival) checks that rely on smells, and can recognise and
track humanoids by scent alone.
Prerequisite: 5th level
Sanguine Masteries You can use your control of blood to deny your foes
If a Sanguine Mastery has prerequisites, you must meet them damage. As a reaction when you take damage, you can
to learn it. You can learn a Sanguine Mastery at the same that expend a hit die to grant yourself resistance to one of that
you meet the prerequisite for it. type of damage until your next turn (including against the
Any spells or effects use Charisma as your casting modifer, triggering attack).
and use your Vampire save DC if appropriate. You can use a
holy symbol as a spellcasting focus, provided it is for a deity Cripple
not opposed to the nature of your undeath. Prerequisite: 5th level
You can cast the blindness/deafness spell without
Absolute Control expending a spell slot. You can use this ability once, and
Prerequisite: Beguiler Legacy, 17th level regain the use when you finish a long rest, or expend a hit die
You can cast the dominate person spell without expending to recover this ability.
a spell slot. You can use this ability once, and regain the use
when you finish a long rest, or expend two hit dice to recover False Thoughts
this ability. Prerequisite: Beguiler Legacy, 13th level
You can cast the confusion spell without expending a spell
Blood Bend slot. You can use this ability once, and regain the use when
Prerequisite: 17th level you finish a long rest, or expend two hit dice to recover this
You can cast the hold monster spell without expending a ability.
spell slot. You can use this ability once, and regain the use Far Sight
when you finish a long rest, or expend two hit dice to recover Prerequisite: 17th level
this ability. You can cast the scrying spell without expending a spell
Blood Bind slot. You can use this ability once, and regain the use when
As an action, you can channel your blood to restrain foes. you finish a long rest, or expend two hit dice to recover this
Expend a hit die, then choose a point within 30 feet. Each ability.
Large or smaller creature within 5 feet of that point must Frenzy
make a Dexterity saving throw or be restrained for one Prerequisite: Predator Legacy
minute. It can make a Strength saving throw as an action on When you take the Attack action on your turn, you can
its turn, ending this effect on a success. expend a hit die to give yourself advantage on all melee
Call of the Blood attacks you make until the start of your next turn.
You become sensitive to the blood around you. As an action, Friendly Face
you can become aware of the heartbeats of living things Prerequisite: Beguiler Legacy
around you. By concentrating for one minute (as if You can cast the disguise self spell without expending a
concentrating on a spell), you know the location of any living spell slot. You can use this ability once, and regain the use
being with a heartbeat within 30 feet of you, even if it is when you finish a long rest, or expend a hit die to recover this
behind total cover. If you expend a hit die, the range of this ability.
ability extends to 90 feet.
Celerity Gentle Voice
Prerequisite: Predator Legacy, 9th level Prerequisite: Beguiler Legacy
You can cast the haste spell targeting yourself without You can cast the charm person spell without expending a
expending a spell slot. You can use this ability once, and spell slot. You can use this ability once, and regain the use
regain the use when you finish a long rest, or expend two hit when you finish a long rest, or expend a hit die to recover this
dice to recover this ability. ability.

Congeal Gift of Blood


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Inscrutable Form You can cast the pass without trace spell without
Prerequisite: 5th level expending a spell slot. You can use this ability once, and
You can cast the mirror image spell without expending a regain the use when you finish a long rest, or expend a hit die
spell slot. You can use this ability once, and regain the use to recover this ability.
when you finish a long rest, or expend a hit die to recover this
ability. Studied and Practised
Prerequisite: Beguiler Legacy
Mist Form Choose two skills you are proficient in from the Vampire
Prerequisite: 7th level skill list. You gain expertise in those skills.
You can cast the gaseous form spell targeting yourself
without expending a spell slot. You can use this ability once, Sun Walker
and regain the use when you finish a long rest, or expend a Prerequisite: 15th level
hit die to recover this ability. You can expend a hit die to negate the radiant damage
from sunlight and vulnerability to radiant damage of your
Monstrous Visage Sunlight Hypersensitivity for 1 hour.
Prerequisite: 9th level
You can cast the fear spell without expending a spell slot. Supreme Tracker
You can use this ability once, and regain the use when you Prerequisite: Predator Legacy, 13th level
finish a long rest, or expend two hit dice to recover the ability. You can cast the locate creature spell without expending a
spell slot. You can use this ability once, and regain the use
No Escape when you finish a long rest, or expend two hit dice to recover
Prerequisite: Predator Legacy this ability.
You can cast the hunter's mark spell without expending a
spell slot. You can use this ability once, and regain the use Thirst
when you finish a long rest, or expend a hit die to recover this You may use your Drain Blood feature an additional time per
ability. long rest. Additionally, when you use your Drain Blood
feature, you deal, and subsequently heal, an additional 1d6
Predator's Corruption necrotic damage.
Prerequisite: Predator Legacy, 17th level
You can cast the cloudkill spell without expending a spell Tempting Words
slot. You can use this ability once, and regain the use when Prerequisite: Beguiler Legacy, 5th level
you finish a long rest, or expend two hit dice to recover this You can cast the suggestion spell without expending a spell
ability. slot. You can use this ability once, and regain the use when
you finish a long rest, or expend a hit die to recover this
Quick Drink ability.
If you reduce a creature to 0 Hit Points with a melee attack,
you may gain temporary hit points equal to your Constitution Thought Sense
modifier. Prerequisite: 5th level
You can cast the detect thoughts spell without expending a
Sanguine Strike spell slot. You can use this ability once, and regain the use
Prerequisite: Predator Legacy, 5th level when you finish a long rest, or expend a hit die to recover this
When you hit a creature with a melee weapon attack, you ability.
can expend a hit die to deal an additional 2d10 necrotic
damage to the target. Touch of the Grave
Prerequisite: 9th level
Silent Step You can cast the bestow curse spell without expending a
Prerequisite: 5th level spell slot. You can use this ability once, and regain the use
when you finish a long rest, or expend two hit dice to recover
this ability.
Unseen Undead Whenever you hit a creature with your Bite attack, you can You
Prerequisite: 13th level expend a hit die to inject your disabling venom into them. your w
You can cast the greater invisibility spell targeting yourself The target must make a Constitution saving throw . On a
without expending a spell slot. You can use this ability once, failed save, the target is poisoned for one minute. The target Wor
and regain the use when you finish a long rest, or expend two can repeat the saving throw at the end of its turn, ending the You c
hit dice to recover this ability. effect on a success. slot. Y
you fi
Venom Strike Wall Walk ability
Prerequisite: 7th level
You are always under the effect of a spider climb spell.
Wind Walk
Prerequisite: 15th level

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