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Vampire Class Features and Abilities

This document outlines the vampire player character class in Dungeons & Dragons, including: 1. Class features like Claw Strength, Blood Points, and Blood Magic that vampires gain as they level up. 2. Descriptions of how vampires gain their powers through infection by another vampire and their strong desire to feed on blood. 3. Equipment, proficiencies, and other starting abilities for vampire characters like Sunlight Sensitivity and damage from radiant light.

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0% found this document useful (0 votes)
193 views6 pages

Vampire Class Features and Abilities

This document outlines the vampire player character class in Dungeons & Dragons, including: 1. Class features like Claw Strength, Blood Points, and Blood Magic that vampires gain as they level up. 2. Descriptions of how vampires gain their powers through infection by another vampire and their strong desire to feed on blood. 3. Equipment, proficiencies, and other starting abilities for vampire characters like Sunlight Sensitivity and damage from radiant light.

Uploaded by

smdfiasdngf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

The Vampire

Proficiency Claw Blood Point


Level Bonus Features Strength Maximum
Sunlight Sensitivity, Feeding and Blood Points, Vampiric
1st +2 Claws 1d4 2
2nd +2 Blood Magic 1d4 3
3rd +2 Coven Selection 1d4 4
4th +2 Ability Score Improvement 1d6 6
5th +3 Vampiric Regeneration, Improved Feeding 1d6 7
6th +3 Additional Blood Magic 1d6 8
7th +3 Claw Frenzy 1d8 9
8th +3 Ability Score Improvement, Embrace of the Grave 1d8 10
9th +4 Coven Feature 1d8 11
10th +4 Blood Hunt 2d4 12
11th +4 Feeding Frenzy 2d4 13
12th +4 Ability Score Improvement 2d4 14
13th +5 Lord of Undeath, Improved Vampiric Regeneration 1d10 15
14th +5 Coven Feature 1d10 17
15th +5 Enhanced Blood Magic 1d10 18
16th +5 Ability Score Improvement, Mist Form 1d12 19
17th +6 Coven Feature 1d12 20
18th +6 Turn the Living 1d12 22
19th +6 Ability Score Improvement, Supreme Blood Magic 2d6 23
20th +6 True Blood 2d6 25

The Blood is the Life!


Vampire Vampires have an almost unquenchable desire for blood.
You are a child of the night. While most in your situation
Not only do they instinctively see it, but stronger vampires
might see vampirism as a curse or disease, you see it as a
can make use of it to perform powerful feats. Some can
way of life. Perhaps before this you were merely a civilian
even use blood for magic! As they gain experience,
living in some irrelevant town. But now, you're so much
vampires can develop their condition, giving them
more. You harness your newfound powers to fight and
supernatural abilities.
conquer. Perhaps you've maintained your sense of morality;
The Start of Darkness
it's not impossible for a vampire to remain lawful good.
Perhaps you're only out for your own survival. Either way, Becoming a vampire isn't as easy as taking up a sword or

you're very thirsty, and water just isn't cutting it anymore... applying to some bardic college. One must be infected by
another vampire in order to gain these dark gifts. Some Hit Points at Higher Levels: 1d10 (or 6) + your
vampires were adventurers who wandered into a vampires Constitution modifier per vampire level after 1st
lair and got beaten badly. Others were normal townsfolk Proficiencies
who were seduced by a charming vampire and turned that
way. Vampires can range from near-feral beasts to highly
Armor: Light Armor

civilized individuals.
Weapons: Simple Weapons

For obvious reasons, most vampires prefer to hide their


Tools: Choose one of the following: herbalism kit,
poisoner's kit, disguise kit, thieves' tools
vampiric nature from society. Many adventurers may
already know a vampire without realizing it. Needless to
Saving Throws: Strength, Constitution
say, vampires are wary of most clerics and paladins, due to
Skills: Choose three from Acrobatics, Athletics, Deception,
their frequent urge to destroy the undead.
Persuasion, Sleight of hand, Stealth
Becoming an adventurer is a path taken by the most
Equipment
clever or desperate of vampires. A life on the road means a
You start with the following equipment, in addition to the
constant stream of new people to feed on. It may also
equipment granted by your background:
provide a means of escape from a town that's catching on or
(a) leather armor or (b) two simple weapons
asking too many questions. Allies, if treated well, can also
(a) thieves' tools or (b) disguise kit
shield the vampire from zealous hunters.
an heirloom of your previous life and a large cloak
Creating a vampire Sunlight Sensitivity
As you make your vampire character, think about how you
The sun is not your friend. Starting at 1st level when you
see your condition. Is it a curse, something to be used only
become a vampire, you suffer some negative effects based
as a last resort? Is it a gift from the gods, giving you the
on the level of sun exposure you're facing. If you start your
power you've always dreamed of? Do you resent the
turn in heavy sunlight, you take 2d6 radiant damage. If you
vampire that turned you? Or did you seek out this
end your turn in heavy sunlight, you take another 2d6
condition?
radiant damage. If you are in mild sunlight, you take no
Consider how you believe you should behave. Is
damage, but will lose access to some of your abilities,
feeding on intelligent life forms impermissible at all times?
described by each ability. If an ability doesn't work in mild
Or do you make exception if the situation is an emergency?
sunlight, it also will not work in heavy sunlight. If you drop
Do you get along with people, or do you exile yourself to
to 0 hitpoints from radiant damage, you turn to ash and
keep your secret safe?
cannot be revived by means of healing magic. Spells that
Quick build
raise the dead (such as revivify) will still work on you in
You can make a vampire quickly by following these
that state.
suggestions. First, make Strength your highest ability score, Levels of Sunlight
followed by Constitution and Charisma or Dexterity. Then,
Sunlight affects you at one of two levels: heavy
choose the Outlander background. sunlight and mild sunlight.
You are in mild sunlight if you are outdoors while
Class Features the sun is shining, but have prepared yourself by
As a vampire, you gain the following class features covering most of yourself with your cloak. Or
Hit Points perhaps a large object like a building casts a strong
shade where you are standing. Preparing your cloak
Hit Dice: 1d10 per vampire level to cover you completely takes an action and reduces
your speed by 10 feet.
Hit Points at 1st Level: 10 + your Constitution modifier
You are in heavy sunlight whenever you have direct, You can roll a d4 in place of the normal damage an
unprotected exposure to the sun. Perhaps an enemy unarmed strike deals. This die changes as you gain vampire
has removed your cloak or destroyed whatever was
levels as outlined in the chart above. You still add your
blocking the sunlight from contacting you. Maybe
you were pushed into sunlight without having time to strength modifier to the attack and damage rolls. In
compose yourself. Heavy sunlight occurs when you addition, the damage is now slashing.
are exposed to sunlight and have not gotten a chance When you reduce an enemy to 0 hitpoints using your claw
to prepare yourself. You want to avoid this situation attacks, you gain 1 blood point.
at all costs.
You may add your proficiency bonus to attacks made with

Feeding and Blood Points your claws.


In mild sunlight, the damage of your claws reverts to a d4
You need blood and you sure aren't producing enough on
regardless of level
your own. Starting at first level, you gain the ability to feed.
You can use your action to feed on a creature you have
Blood Magic
grabbed. When you do so, that creature takes 1d10 necrotic You are learning to channel blood into various useful
damage. You may use your action on subsequent rounds to powers. As long as you have at least one blood point, you
repeat this, until your grapple ends. The creature may don't need to eat, drink, or breathe. Instead of sleeping, you
attempt to break the grapple on its turn, and gains a bonus enter a trance when you long rest and remain aware of your
to do so equal to the number of times you've fed on it. You surroundings. You may spend blood points to activate one
grant advantage to all attackers until the start of your next of the following abilities. Each ability is a bonus action. All
turn when you feed. If the creature drops to 0 hit points, spells are cast at their lowest level unless otherwise stated.
you may not feed on it further. You may feed on a creature You need not meet any material or somatic components for
a number of times greater than it has hit dice, but once you spells cast this way, but you still need to meet verbal
pass that number you stop gaining blood points. This ability components.
does not work on constructs, undead, elementals, or any The DC for any spells you cast is 8 + your proficiency
creatures which obviously do not have blood (DM's bonus + your Charisma modifier.
discretion). You may use the following abilities:
Each time you deal damage to a creature through spend one blood point to cast Longstrider, Speak with
feeding, you gain 1 blood point. Your body can hold a total Animals, or Jump on yourself.
number of blood points based on your level as indicated on spend two blood points to take the Dodge action
the chart above. You cannot exceed this maximum at any spend 3 blood points to cast Silence
time. You may not store blood in any storage devices (like Coven Selection
vials) to drink later.
When you reach 3rd level, you begin to decide what type of
At 1st level, you may spend blood points to regain lost
vampire you wish to be. Will you give in to the beast
hit dice at a 2:1 rate. Every 2 blood points you spend gives
within you, you will you force yourself to be a social
you 1 of your vampire class hit dice back. This can be done
creature? Choose either the Coven of the Hunter or the
during a short rest or as a bonus action. However, you do
Coven of the Beguiler, detailed at the end of the class
not regain any hit dice from a long rest.
description. Your tradition grants you features at 3rd level,
Vampiric Claws 9th level, 14th level, and 17th level.
Vampires often times eschew weapons in favor of using Ability Score Improvement
their claws. Your unarmed attacks are now claw attacks.
When you reach 4th level, and again at 8th, 12th, 16th, and
Starting at first level, you gain the following benefits:
19th levels, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your Starting at 7th level, you can attack twice instead of once
choice by 1. As a vampire, your Strength score maximum is when you take the Attack action using your claws on your
22. turn.

Vampiric Regeneration Embrace of the Grave


Starting at 5th level, you may spend 3 blood points to cast You've become more like the vampires from legends
Cure Wounds on yourself. At 13th level, you can you've read. You gain the following traits:
automatically regain hitpoints equal to your Constitution If you end your turn in running water, you take 15 acid
modifier at the start of each turn, as long as you are above 0 damage
hitpoints. This cannot take you above one half of your You have darkvision 120 feet
hitpoint maximum. These features cannot be used in mild You may not enter the residence of a humanoid unless
sunlight. This feature stops function for one minute if you invited inside (an invitation by a party member is
take damage from fire. sufficient).

Improved Feeding Your base AC is 13 + your dexterity modifier if not in


armor.
Starting at 5th level, when you use your action to grab a
You may add your proficiency bonus to saving throws
creature, you may also use a bonus action to feed on it that
against being turned.
turn.
Blood Hunt
Traits of Undeath
When you smell blood, you get excited. Sometimes too
You're becoming more undead each day. Starting at 6th
excited. Starting at 10th level, when a creature drops below
level:
half its maximum hitpoints, you gain advantage on all
you are vulnerable to damage from silver weapons
attacks against it (including grabs) until the start of your
you are resistant to necrotic damage
next turn. Also, roll a d20. On a result of a 1, you are
you are considered undead in addition to your other
frenzied. While frenzied, you make a grab attack and
creature types for the purposes of effects
attempt to feed against the nearest creature below half its
undead will not attack you unless commanded to or you do
hitpoints (moving if you need to), instead of your normal
something hostile toward them
turn. Once you make the attack, you are no longer frenzied,

whether you hit or miss. You can then finish your turn with
you do not age and will not die unless destroyed any movement or actions you have remaining. If you are
prevented in any way from making the grab (such as being
Additional Blood Magic
out of range), your frenzy ends at the end of your turn.
Starting at 6th level you may:
spend two blood points to cast Barkskin or See Invisibility
Feeding Frenzy
on yourself. Starting at 11th level, when you use your action to feed,
spend one blood point to cast Locate Animals or Plants. you may feed twice.
spend 4 blood points to cast Conjure Animals Lord of Undeath
spend 2 blood points to take the Dash action
Starting at 13th level, you have grown so comfortable as a
spend 5 blood points to cast Vampiric Touch
vampire that you now consider yourself a lord (or lady) of
Claw Frenzy undeath. You gain the following traits:
Blindsight 10 feet
If a piercing weapon made of wood strikes you, you are Coven of the Hunter
stunned until the end of your next turn
Vampires in this coven eschew civility and stalk prey from
You can cast Spider Climb on yourself at-will
the shadows. Hunters focus on physical prowess over
You are vulnerable to fire damage
psychological tricks, beating their prey into submission.
You can communicate with other undead beings
Vampires in this coven are often feared by local villagers,
telepathically and have advantage checks on Charisma
powerless to stop them.
ability checks against them
Speed of the Shadows
You have advantage on saving throws against being turned.
When you choose this coven at 3rd level, you gain the feat
-You are immune to necrotic damage
"Mobile" (Page 168 of the player's handbook) and benefit
Enhanced Blood Magic from it as long as you are not in mild sunlight. You also
Starting at 15th level, your control of blood magic now gain proficiency on Dexterity saving throws.
allows you to: Night Stalker
spend 6 blood points to cast Dominate Beast Starting at 9th level, as long as you are not in mild sunlight:
spend 8 blood points to cast Insect Plague you may add your proficiency bonus to Dexterity saving
spend 10 blood points to cast Create Undead throws

Turn the Living you have advantage on Dexterity (Stealth) checks.


You may spend 3 blood points to cast Darkness.
Only the strongest vampires can perform the ritual turning
You have advantage on grab checks made against creatures
death into undeath. Starting at 18th level, you gain the
you are hidden from at the start of your turn.
ability to create more vampires. When you cause a creature
Ferocious Feeding
to drop to 0 hitpoints through feeding, you can perform a 1
Starting at 14th level, when you feed, your target takes
minute ritual. If you do, that creature will rise at the next
2d10 necrotic damage plus your Strength modifier, if you
sunset as a Vampire Spawn (stats on page 298 of the
choose for it to. Otherwise it takes the normal amount of
Monster manual) under your control. The Spawn follows
damage.
any commands you give to it, but you cannot feed on it. If
Apex Predator
the spawn does not bite a living creature once a day, it dies.
Starting at 17th level, you can attack three times instead of
You may have no more than 3 vampire spawns at any time.
twice when you take the attack action with your claws on
Supreme Blood Magic your turn. You can also cast Dominate Beast for 3 blood
Your control of blood magic is perfect. When you reach points instead of 6.
19th level, you may: Coven of the Beguiler
Spend 10 blood points to cast Harm
Beguilers take a more subtle approach to their condition.
Spend 12 blood points to cast Finger of Death -Spend 17
Preferring psychological warfare to brute strength,
blood points to cast Power Word Stun
beguilers focus their vampiric power on their minds.
Spend 23 blood points to cast Shapechange
Vampires of this coven often go centuries without being
True Blood detected as a vampire.
When you reach 20th level, feeding on a creature with Subtle Feeding
more than 10 hit dice provides 2 blood points each time. If Starting you choose this coven at 3rd level, it becomes
it has more than 20 hit dice, you gain 3 blood points. almost impossible to tell if you're feeding on someone

Vampire Covens unless they're struggling. If you're feeding on a willing


target (either due to legitimate agreement or magical
compulsion), a DC 23 Wisdom (Perception) check is
required for a creature to realize you're feeding on another
creature.
You can also cast Charm Person for 2 blood points. You
can normally try to persuade a creature to allow you to feed
on them (DM's discretion), but if they're under your charm,
a DC 17 Charisma (Persuasion) check will cause any
creature with less than 4 hit dice to allow you to feed, and
only as you do not intend to kill them through feeding.
Persuader
Starting at 9th level, you may cast Suggestion for 3 blood
points. You can only attempt to magically compel a
creature with fewer hit dice than you to allow you to feed
on it, and only as you do not intend to kill them through
feeding. Creatures must now also make a DC 20 insight
check to know you're a vampire unless you do something
obvious to give the fact away.
Controller
Starting at 14th level, you may cast Dominate Person for 9
blood points. A person under the effects of this spell can be
ordered to allow you to feed on them as long as you do not
intend to kill them through feeding. Creatures must now
also make a DC 24 insight check to know you're a vampire
unless you do something obvious to give the fact away.
Mist Form
Starting at 16th level, you can turn into a mist form as
described in the spell Wind Walk. Only you can transform
this way, and doing so costs 2 blood points. Transforming
back is free. Any sunlight encountered in this form is
treated as heavy sunlight.
Dominator
Starting at 17th level, you have the ability to create a
humanoid thrall. You may cast a special version of
Dominate Person once per day to dominate a humanoid that
you have incapacitated. This dominate effect has a duration
of 1 year and does not require concentration. You may have
only one humanoid enthralled in this way at a time. You
can release your hold over the person at any time. Creatures
must now also make a DC 27 insight check to know you're
a vampire unless you do something obvious to give the fact
away.

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