The Vampire

Spoiler: Class Features

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Bonus Proficiencies

You gain proficiency in Charisma Saving Throws. Additionally, you gain proficiency in your choice of two of the following: Athletics, Deception, Intimidation, and Persuasion.



Blood Dice

As an undead creature, you do not have Hit Dice representing your vitality. Instead, you have blood dice, which are d8s and which represent the vitality you have drained from others. The maximum amount of blood dice you may have at once increases as you gain levels in this class, and is shown in the Maximum Blood Dice column of the Vampire table.

At the conclusion of every 24-hour period, you lose one blood die. If you have no blood dice at the end of a long rest, your maximum health is reduced by 3 for each level you have taken in this class. This reduction cannot be fixed except by acquiring more blood dice. If you take a long or short rest while your maximum health is reduced by this feature and you have at least one blood die, your maximum health is restored to its normal maximum. If your maximum health is reduced to 0 by this feature, you die and cannot be resurrected without sacrificing all of a single living creature's blood as part of the spell used to resurrect you.

You may spend one blood die as a bonus action to roll the die, add your constitution modifier, and regain that much health.

When you take this class or if you are resurrected, you begin with 1 blood die.



Bloodsucker

As a vampire, you subside solely on the blood of the living. To do so, you gain a special attack called Blood Drain.

When a living humanoid is within your reach and is either incapacitated or has their speed reduced to 0, you can use a bonus action to bite the target and drain blood from them. The targeted humanoid takes 1d4 piercing damage and 1d4 + your Charisma Modifier necrotic damage.

If you roll a 4 on one of the damage dice used in Blood Drain, or if this attack reduces the target to 0 HP, you regain 1 expended blood die.

This attack's damage increases by 1d4 necrotic damage when your character reaches 5th level (1d4 piercing + 2d4 + Cha necrotic), 11th level (1d4 piercing + 3d4 + Cha necrotic), and 17th level (1d4 piercing + 4d4 + Cha necrotic).



Undead Nature

As an undead creature, you have no need of much of the requirements of the living. You do not need to eat, drink, or breath, and are immune to disease. Additionally, you have advantage on saves against spells that would force you to fall asleep.

You do not sleep, but instead enter a form of hibernation. You need to hibernate for only 4 hours in order to gain the benefits of a long rest, and may spend the other 4 hours engaged in light activity such as reading or keeping watch.

You have resistance to necrotic damage. Additionally, you are vulnerable to radiant damage.



Vampiric Taboo

You are averse to several phenomena associated with vampiric lore (i.e. holy symbols, sunlight, running water, garlic, entering a home uninvited etc.). When you encounter one of these taboos you suffer disadvantage on all attack rolls and ability checks until the taboo is no longer present or in effect or you take an obvious action to resolve the taboo. This might involve recoiling from a holy symbol, counting quickly the fallen grains of rice, etc. The DM determines if an action counts as one of your taboos, and if your reaction resolves it. The DM may also choose to give you the option to spend a number of Blood Dice to resolve the taboo.

You can be effected by a taboo only once  when you first encounter it  and are thereafter immune to it until you have finished a short or long rest. Each taboo therefore requires you to endure it (and suffer disadvantage as outlined) or sacrifice an action with behaviour that might potentially reveal your nature as a vampire.

You must choose a number of taboos equal to 6 minus your Charisma modifier. If your Charisma modifier increases, choose one of your taboos to overcome and no longer suffer its effects.



Vampiric Focus

Beginning at level 2, your growing powers as a vampire begin to shape themselves according to your personality. Choose a focus for your vampiric powers from Dominating Mind, Creatures of the Night, Blood-Stained Hands, and Ghoulish Servitors. Your vampiric focus gives you features at 2nd, 6th, and 10th level, which are detailed at the end of this class description.



Hunter in the Night

Beginning at level 3, your skill at hunting the living as your prey grows as your mobility increases and your senses become sharp enough to hear heartbeats. You are always considered to be under the effects of the spider climb spell, and know the location of all living creatures within 30 feet of you.

Beginning at level 9, you can cast fly on yourself by spending 3 blood dice.



Ability Score Increase

When you reach 4th level, and again at 8th 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 Fortitude

Beginning at level 5, the stores of vitality within you help you maintain your health even when you don't draw on them. As long as you have at least 1 unexpended blood die, you gain Temporary Hit Points equal to the number of unexpended blood dice you have at the beginning of each of your turns.

Beginning at level 10, you may add your Charisma modifier to the amount of Temporary Hit Points gained from this feature.

This feature does not function while you are in direct sunlight.



Silver Tongued Devil

Beginning at 7th level, your vampiric nature smooths over mistakes in the minds of others, making you always appear graceful and perfect. If you roll a 10 or below on the die when rolling a Charisma check, you may treat the roll as an 11.



Eternal Reign

Beginning at level 9, if you die you can be resurrected without casting a spell. To do so, a living humanoid must be drained of all of its blood and the blood on your remains. This brings you back to life with 1 blood die.