CLASS: Vampire

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VAMPIRE

Vampires are villains of the night, seeking willing (or unwilling) victims to surrender their blood and sustain them, potentially indefinitely. Their unnatural corruption has given them unholy strength and razor sharp claws, though some vampires still use a range of light weapons. They have no need for armor. Like monks, vampires are sustained by and can manipulate the mystical energies flowing through them.
Vampires tend to follow an aristocratic code of conduct, though some prefer more feral lifestyles. Ultimately though, any lawful structures are ones they impose upon themselves; they care little for others and thus follow the more chaotic alignments. They tend to be evil, but every now and then one will prefer to use their talents for good; perhaps they have a kind heart, or perhaps they seek revenge upon the one who cursed them and don’t see the reason for letting good talents go to waste.

LEVEL Proficiency Bonus Features Vitae
1 +2 Child of the Night, Claws and Fangs,
Vampiric Reflexes, Blood Drain,
Blood is Life, Vitae 2
2 +2 Dark Gift 2
3 +2 Vampiric Bloodline 3
4 +2 Ability Score Improvement 3
5 +3 Vampiric Fury, Extra Dark Gift 4
6 +3 Bloodline Feature 4
7 +3 Extra Dark Gift 5
8 +3 Ability Score Improvement 5
9 +4 Extra Dark Gift 6
10 +4 Unholy Strikes 6
11 +4 Bloodline Feature, Extra Dark Gift 7
12 +4 Ability Score Improvement 7
13 +5 Extra Dark Gift 7
14 +5 Regeneration 8
15 +5 Extra Dark Gift 8
16 +5 Ability Score Improvement 8
17 +6 Extra Dark Gift 9
18 +6 Bloodline Feature 9
19 +6 Ability Score Improvement 9
20 +6 Methuselah’s Blood 10

CLASS FEATURES
As a vampire, you gain the following class features.
Hit Points
Hit Dice: None. (See Vitae)
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (6) + your Constitution modifier per vampire level after 1st.
Proficiencies
Armor: None
Weapons: All simple weapons and short swords.
Tools: Tomb
Saving Throws: Dexterity, Charisma
Skills: Choose three from Athletics, Arcana, Deception, Insight, Intimidation, Persuasion, Perception, History, Religion, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a short sword or (b) any simple weapon.
(a) a dungeoneer’s pack or (b) an explorer’s pack
2 daggers
a Tomb

Child of the Night
You have been reborn into darkness, claiming the ancient power that will mark you for all time. You gain strength in the night, even as you curse the sun.
You are an undead creature. As such, you gain the following immunities and vulnerabilities:
Immunities. Your type changes to Undead. You do not need to breathe, eat, but you do need to sleep. You also do not age.
Benefits. You gain darkvision of 60 feet. If you already have darkvision of 60 feet, it extends to 120 feet instead. If you have darkvision of 120 feet, you gain the ability to see through magical darkness instead. You gain resistance to necrotic damage, and to non-magical weapons (unless they are made of silver).
Vulnerability. You are vulnerable to radiant damage and take 10 radiant damage each time you start your turn in direct sunlight without protection. The radiant damage you take increases to 15 at 5th level, and again to 20 radiant damage at 15th level, you also have disadvantage to all rolls while in sunlight unprotected. You are also subject to Turn Undead, and any other such effect.

Claws and Fangs
As a result of your undead corruption and blood lust, your nails have grown into claws ideal for drawing blood, and your teeth have lengthened into fangs. Your unarmed strike is considered to be a light, finesse weapon that deals 1d6 slashing damage on a hit. You can only use a Bite attack in a grapple, or on a restrained, or willing target, unless otherwise stated, as in the Vampiric Fury ability. Bite attacks deal the same damage as your claws, but do piercing damage and apply Blood Drain. The hit die is upgraded every 4 levels.
Your unarmed strike damage increases as you gain levels, as noted in the Claws and Fangs column in the Vampire table. Your bite count as being magical for the purposes of overcoming resistance and immunities. At 6th level, your claws also count as magical for purposes of overcoming resistance and immunities.
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Blood Drain
When you hit a living target with your bite, you can choose to drain some of the victim’s blood. Living targets without blood are immune to this power. If you drink blood, the victim takes 1d6 necrotic damage and its hit point maximum is reduced by the same amount as the damage dealt. You gain one Vitae, up to twice your maximum. The reduction to the victim’s hit point maximum lasts for 24 hours. A creature whose hit point maximum is reduced to 0 by this attack dies. The necrotic damage increases as you gain levels, adding an extra die every 5 levels.
A willing target can give you as much blood as they wish, taking your Blood Drain damage to give you a vitae. This is hard to do against an unwilling target, and costs the willing party a hit die from their pool, as well as the damage.

Vampiric Reflexes
While you are wearing no armor and using no shield, your Armor Class equals 10 + Charisma modifier + your Dexterity modifier.

Vitae
Living beings are sustained by the life force that you steal, called ‘vitae’. You can utilize this to perform unholy feats, such as summoning foul minions or draining the life of your opponents. Your access to this magical energy is represented by a number of Vitae points. Your vampire level determines the maximum number of points you may have, as shown in the Vitae column on the Vampire table.
You gain Vitae by using your bite, or by drinking one vial of blood drawn within 24 hours. You can have over your maximum number of Vitae to a limit of twice your maximum, but every hour, you automatically spend one as if you had spent a hit die, until you reach your maximum. You also need to spend one vitae to awake after a long rest.
You start with one way to use your Vitae: Blood is Life, which is detailed below. You gain additional options at higher levels, these abilities are called ‘Dark Gifts’. Dark Gifts are listed at the end of the class write up.
As an action, you can spend a vitae to regain hit points as if you had spent a Hit Die. If you are unconscious and inside your coffin at the start of a short rest, you automatically spend one vitae and regain 1 hit point.
A vampire must rest during a long rest (or at least once a day for their normal rest time, this is usually during the day) in a state called ‘Torpor’. If a vampire ever enters torpor with no vitae in his pool, he cannot wake up, and can be permanently destroyed.

Blood is Life
Your thirst for blood often outweighs you desire to sustain yourself. By spending a vitae, you can make an additional attack as part of your attack action. If you haven’t used your whole move for the turn, you can move between the attacks.
Instead of slashing your opponent, you can instead slam them with your palm. When you do this, you deal unarmed damage, and the damage is bludgeoning instead of slashing, and you do not gain a vitae if you hit. Instead, you choose one of three effects: the target is pushed back up to 10 feet, knocked prone, or you deal an extra 1d4+2 damage.

Dark Gifts
The mystical powers fueled by vitae are known as ‘Dark Gifts’, said to be gifts from the original vampire who made all the others. You gain your first Dark Gift at 2nd level. You gain an additional Dark Gift at 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.
Whenever one of your Dark Gifts forces a creature to make a saving throw, the DC equals 8 + your Charisma modifier + your proficiency bonus.

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.

Vampiric Bloodlines
When you reach 3rd level, you choose manifest your bloodline.
Your Bloodline grants you features at certain vampire levels, as shown in the Vampire table. Each house is detailed at the end of the class description.

Vampiric Fury
At 5th level, if you hit with two attacks against the same creature in one round, you can spend one Vitae to make a Bite attack, in which you bite your opponent, in addition to the normal affects, you regain hit points equal to your Charisma modifier.
The target’s hit point maximum is reduced by the amount of damage dealt by your bite attack. This reduction lasts for 24 hours. A creature whose hit point maximum is reduced to 0 by this attack dies
Beginning at 13th level, you can make this attack regardless of whether you hit with your attacks, and you can use this action as a coup de grace on an unconscious creature or one dominated by you.

Unholy Strikes
At 10th level, your Blood is Life feature gives you two extra attacks, instead of one.

Regeneration
When you reach 14th level, at the start of your turn you regain 1d10 hit points. If you take radiant damage, or fire damage, your regeneration does not function on your next turn.

Resistance to Weapons
At 15th level, you gain resistance to non-magical weapons (except those made of cold-forged iron).

Methuselah’s Blood
At 20th level, your vampiric blood grows thick and potent, you gain 4 ‘phantom’ vitae that you can use to power healing, or abilities, but do not fill your vitae pool, and are not counted in any other way. You regain these 4 points after a short rest or long rest.

Vampiric Bloodlines

JUDAS BLOODLINE
Features
Level Feature
3 -
6 Seduction
11 Alluring Glare
17 Perfect Mind, Blood Rain

Seduction
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more alluring to the opposite sex. By spending two vitae, you can gain +5 to Charisma until the end of the encounter.

Alluring Glare
At 11th level, You can also spend four vitae to permanently entrance a humanoid or goblinoid target with a DR of 2 or lower automatically, and can ask them to do anything for five turns.

Perfect Mind
At 17th level, you are no longer vulnerable to illusions, persuasion, intimidation, or Turn Undead.

Blood Rain
If you can grapple with an opponent, you can spend 4 vitae to force a geyser of blood from the victim’s mouth, dealing 55 (10d10) necrotic damage. In addition, you gain a temporary +2 to every Intimidation roll for duration of the encounter, and gain 1d20 hit points from drinking or bathing in the blood.

CAINITE BLOODLINE
Features
Level Feature
3 -
6 Blood Shield
11 Blood Bond
17 Perfect Form, Eternal Death

Blood Shield
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more resistant to oncoming attacks. By spending two vitae, you can cast shield.

Blood Bond
At 11th level, You can also spend four vitae to permanently dominate a victim by feeding him your blood; this process takes 1 hour each day for 3 days to complete and your victim retains all its statistics. Once this process is complete, you cannot use it again. You have to spend 1 vitae weekly to maintain this Blood Bond. This target must be a Beast, Humanoid, or Undead, and must have a CR of 2 or lower.

Perfect Form
At 17th level, you are no longer vulnerable to sunlight or radiant damage.

Eternal Death
If you ever die, your remains can be collected and placed in a coffin filled with blood for at least 24 hours. You return to life at the next sundown as if you had been resurrected with True Resurrection.

CURSE BLOODLINE
Features
Level Feature
3 -
6 Blood Beast
11 Prepared
17 Warrior’s Durability, Creature of the Night

Blood Beast
At 6th level, you sacrifice some of the energy you’ve stolen to make yourself more powerful. By spending two vitae, you gain +2 to attack rolls.

Prepared
At 11th level, You can also spend four vitae to prepare your body for a showdown. You gain +3 to Strength saving throws.

Warrior’s Durability
At 17th level, you gain advantage on all rolls in dim lighting or less. This includes magical darkness.

Creature of the Night
You can spend half of your vitae to completely paralyze your opponent with fear for three turns. During this, they cannot dodge any attack made by you, and when the paralysis ends, they will always have a disadvantage against you when rolling. You must make a long rest before using this ability again.

Dark Gifts

Tongue of the Nosferatu
You gain the ability to sense the willpower in your victims and use it to your advantage. By spending one vitae, you can give yourself advantage on your next Charisma check. You can also communicate with any rat, wolf, bat, vermin, or undead creature regardless of language or intelligence, as if using speak with animals.

Spider Climb
You can climb on smooth walls and upside down on horizontal surfaces. You don’t have to make any acrobatics or athletics checks to do so, and you move at your normal speed while doing so.

Awakened Mind
Your new, cursed existence awakens some potential in you, you gain the ability to communicate telepathically with any creature within 30 feet of you. You don’t need to share a language with the creature for it to understand you, but the creature must speak at least one language.

Protean Form
You can spend our vitae to take the form of a swarm of rats, a bat or a wolf. This ability costs one vitae. You can spend a number of hours in your animal shape equal to half your vampire levels. At 8th level, the vampire learns how to transform into a swarm of bats, and a dire wolf.

Shape the Mortal Clay
Prerequisite: 4th level, Protean Form
Spend 1 vitae and cast alter self, without using components. However, the vampire can spend 1 extra vitae and use alter self on another target as a ritual. This requires the vampire to spread his mutagenic blood over the target.

Strength of the Damned
Prerequisite: 4th level
By spending 1 vitae you can lift and carry up to three times your normal amount of, and gain advantage on Strength checks. This lasts for 1 round per 2 vampire levels.

Psychokinesis
Prerequisite: 4th level
You gain the mage hand cantrip, except for the following changes: their range is increased to 60 feet, they are invisible, you can make attacks with them, you can control them using the same action you used to conjure them, and you can sustain up to two at a time.

You have two attack modes with Psychokinesis, the first attack is using Psychokinesis to throw objects, you must use them to lift actual, physical objects, which will move within a 60 ft. range at high speeds to strike your targets. They are considered ranged weapon attacks, allowing for feats like Sharpshooter.
The objects can be loose stones, books, weapons, or anything else within 60 feet of you so long as they are non-living, not being held by anyone other than yourself, and under 10 lbs. You can target different things with each mage hand attack or have them target the same creature. You can dispel a Mage Hand at any time. You can also combine mage hand attacks, which will be described a bit later.
You use your Charisma modifier to determine your Psychokinesis attack modifier.

Psychokinesis attack modifier = your proficiency bonus + your charisma modifier

The damage die for each of the two mage hand attacks is 1d4. This damage die increases at certain levels. The damage type changes depending on the objects you use. For example, a stone or book would deal bludgeoning, whereas a shortsword would deal piercing and a longsword would deal slashing. Alternatively, you can combine a number of mage hands to lift heavier objects and deal more damage with a single strike. Combined mage hands can lift up to a weight equal to the combined weight each individual mage hand can lift, and any attack made with it, no matter the actual weight of the object it is moving, will deal their combined damage dice in damage. Combined Mage Hand attacks use a single attack roll.

At 5th level, each mage hand can lift up to 30 lbs, their damage die increases to 1d6, and you can conjure a third mage hand.
At 11th level, each mage hand can lift up to 60 lbs and their damage dice increase to 2d4.
At 17th level, each mage hand can lift up to 100 lbs and their damage dice increase to 2d6.

The second attack mode is using your Psychokinesis to directly drain the blood from a living target. You target a living creature with blood, within 60 foot range. The target makes a Constitution saving throw, on a failed save you do Blood Drain damage to each foe, and gain one vitae. On a successful saving throw, the target takes half damage and you gain no vitae.

You can use your Psychokinesis to hold creatures from a distance and move your own body.
Whenever you make a Strength (Athletics) check, you can substitute the Strength modifier with your Charisma modifier. Whenever you attempt to Shove or Grapple a target, you can choose to use your Psychokinesis to do so. If you do, you make an Athletics check with your Charisma modifier + proficiency bonus, i.e. Charisma (Athletics), contested by their strength check. In this way, you can Shove or Grapple a target up to 30 ft. away from you, and shoving and grappling in this way uses your entire Action rather than using an attack from the Attack action.
When grappling in this way, your speed is reduced to 0, you must maintain concentration, and you can sustain the grapple by using your action on subsequent turns to repeat the contest. Targets one size category larger than you have advantage on their rolls to resist and escape your Shove and Grapple attempts, and targets larger than that are unaffected by your Shove and Grapple attempts.

Cloak of Shadows
Prerequisite: 4th level
When you are in an area of dim light, or darkness, you can use your action to become invisible until you move or take an action or reaction.

Children of the Night
Prerequisite: 6th level, Tongue of the Nosferatu
You can spend 2 vitae to summon 1d4 swarms of bats or rats, provided the sun isn’t up. When outside the vampire can, instead, call 1d6 wolves. The called creatures last for 1d4 rounds, acting as allies to the vampire, the beasts remain for 1 hour, or until they die. You can only use this ability once per long rest.

Mist Form
Prerequisite: 6th level, Protean Form
You have gained the ability to transform into a dark mist. You can spend a vitae to transform at anytime you wish. Also, if you are reduced to 0 hit points while not in your coffin, you polymorph into your mist form. While in mist form, you do not regenerate, cannot take actions, and cannot be damaged (but are destroyed instantly by natural sunlight). You gain a fly speed of 20 feet and can squeeze through tiny cracks and openings. If in mist form you start your turn in your coffin, you return to your normal form with 1 hit point (see Tools above).

Lay Open the Mind
Prerequisite: Awakened Mind, 6th level
You can spend 1 vitae to cast detect thought without using any spell components.

Celerity
Prerequisite: 6th level
Spend 1 vitae, and make a Dash action as a bonus action, you also ignore attacks of opportunity during this movement.

Otherwordly Leap
Prerequisite: 6th level
You may cast jump on yourself at will, without expending any material components.

Domination
Prerequisite: 6th level
You choose one living humanoid you can see within 10 feet of you. The target must make a Wisdom saving throw. Failed Save: The target is charmed for 1 day, until it takes damage, or until you drop to 0 hit points. While the target is charmed, you can decide the target’s action and how it moves. On the target’s next turn, it does as you command. A creature charmed by you in this way receives the commands even if you cannot see it. The charmed creature cannot take reactions.
You can have only one creature charmed in this way at a time. If the charmed creature takes any damage, it can make a Wisdom saving throw to end the effect.
A creature charmed by this effect remembers being charmed. A creature that succeeds on its saving throw against this effect is immune to your domination effect for 24 hours.

Sculptor of Flesh
Prerequisite: 6th level, Shape the Mortal Clay
You can spend 2 vitae to cast polymorph. You can’t do so again until you finish a long rest.

Vampiric Vigor
Prerequisite: 14th level, Strength of the Damned
Your vampiric form evolves, getting stronger. Your Strength score increases by 2. Your maximum for this score is now 22.

Vampiric Dexterity
Prerequisite: 14th level, Celerity
Your vampiric form evolves, getting stronger, you can move faster than any mortal should. Your Dexterity score increases by 2. Your maximum for this score is now 22.

Vampiric Fortitude
Prerequisite: 14th level
Your vampiric form evolves, getting stronger, your body is hardier than any mortal creature. Your Constitution score increases by 2. Your maximum for this score is now 22.

Necrotic Aura
Prerequisite: 14th level
You can use your action to spend 4 vitae to emit an aura of dim light with a radius of 15 feet for 1 minute.
Creatures who end their turn in this aura must make a Constitution saving throw or take 5d6 necrotic damage. Shrubs and insignificant creatures (insects, etc) cannot make this save; they wither and die automatically. If you are in direct sunlight, you take 5 radiant damage instead of 10.

Subsume the Lesser Mind
Prerequisite: 14th level, Domination, Awakened Mind
You can spend 4 vitae to cast dominate monster, dominate humanoid, or dominate beast without any material cost. You can only use dominate monster once per long rest.

CLASS: Vampire

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