Castlevania A Supplement for playing in the world of Castlevania in D&D 5e

Classes in the world of Castlevania Barbarian Barbarians are one of the more common classes one finds in the world of Castlevania. It is easy for someone to give into their inner rage in such a horrible world and fight through it. Bard Bards are practically non existant. both due to the lack of much magic, and the fact that somone becoming good enough at performance to channel it into magic seems almost comical in the setting. Cleric While it is possible for clerics to show up, you will be hard pressed to find a member of the church who would develop such powers through their faith, and not immediatly hide them for fear of being called a witch. Druid Druids appear, but are rare and usually do not leave their forests for fear of prosecution. Fighter Fighters are the most common class, with many having trained in the armies or through other organizations. Monk Monks might be something to the far east, but seeing one in Transylvania, or any other lands within the normal scope of Castlevania, would be a very unusual sight. Paladin being so determined on a goal one develops powers is something very possible in the world, a few Belmonts might have been paladins without realizing. Many who develop magic might hide away for fear of prosecution. Ranger the wild's of Transylvania are ripe for exploring, and constantly plagued with horrors. Rangers would be appreciated as guardians of the woods. Rogue Rogues are of course common in a land such as Transylvania, though very few act as thieves. The land not offering much to steal outside of heavily fortified areas. Many in fact find employ with corrupt public officials. Sorcerer Sorcerers happen, but generally try hiding their powers for fear of prosecution. This has obvious concequences, especially if they never even attempted to learn to control their powers. Wizard Wizards are those who study the theory of magic, and place it to practical use. Many who follow this path Actively live as nomads and pretend to be scholars, hoping to pass under the eye of the church by appearing to just be knowledge seeking souls. Warlock Warlocks are those who have truly given into the darker side of the world, and made deals with some of the horrifying monsters which exist within it. These are almost evil in Castlevania just due to the physical and concious nature of the beings one could make a deal with. Races of Castlevania While humans are the only race in Castlevania, one can easily reflavor a wood elf, a half orc, or any other non magical medium race as being a human. Only those of the Belmont, and possibly other monster hunting vampire lines, are variant humans. Monsters of Castlevania Dracula's soldiers Vampire Spawn dressed in long robes, and wielding longswords. Carmilla's soldiers Vampire Spawn in plate mail, and wielding spears. Demon army various fiends. Carmilla Human Vampire with levels in Mastermind Rogue. Godbrand "Half Orc" Vampire with levels in barbarian. Hector human Necromancer Wizard, with a warhammer Forge Master's Tool. Issac human Battlemaster Fighter, with a dagger Forge Master's tool and a whip reflavored as a scourge. Trevor Vampire Hunter variant human fighter, with a whip or morning star, and shortsword. Alucard Oath of damnation paladin daphmyr, with a Dancing Sword. Sypha Human Speaker mage. focus on evocation. Lisa "Half orc" Barbarian (Just kidding. she's a classless human.)

Dracula Medium Undead Neutral Evil Armor Class 25 (Natural Armor)

25 (Natural Armor) Hit Points 696(33d20 + 350)

696(33d20 + 350) Speed 40 feet. Flying 50 feet (hover). STR DEX CON INT WIS CHA 30 (+10) 25 (+7) 28 (+9) 30 (+10) 15 (+2) 20 (+10) Skills Arcana +15, Athletics +12, Intimidation +15

Arcana +15, Athletics +12, Intimidation +15 Saving Throws Strength +15, Dexterity +10, Intelligence +10

Strength +15, Dexterity +10, Intelligence +10 Condition Immunities Poisoned, exhausted, charmed, frightened.

Poisoned, exhausted, charmed, frightened. Damage vuneralbilities physic.

physic. Damage resistances piercing, slashing, and bludgeoning damage from magical sources; lightning, force, and thunder.

piercing, slashing, and bludgeoning damage from magical sources; lightning, force, and thunder. damage immunities Piercing, Slashing, and bludgeoning damage from non magical sources; poison, cold, necrotic.

Piercing, Slashing, and bludgeoning damage from non magical sources; poison, cold, necrotic. Senses Passive perception 15, Darkvision 300 feet, True sight 20 feet

Passive perception 15, Darkvision 300 feet, True sight 20 feet Languages Common, Elvish, Dwarven, Orcish, Giant, Abyssal, Infernal, Primordial.

Common, Elvish, Dwarven, Orcish, Giant, Abyssal, Infernal, Primordial. Challenge 30 (155,000 XP) Legendary resistance (3/day) if Dracula fails a saving throw, he can choose to succeed it instead Innate Spellcasting Dracula can cast the following spells innately. Fireball, Misty Step, control weather. (At Will) Summon Greater Demon (2/day) Infernal Calling (2/day) Gate (2/day) Project Image (1/day) Delayed Blast Fireball (3/day) Frightful Presence Each creature of Dracula's choice, within 60 feet of him and aware of his presence, must succeed on a DC18 wisdom saving throw or become frightened of him for 1 minute. The creature may repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw. If a creature succeeds against this saving throw they are immune to frightful presence from Dracula for 24 hours. God's Antithesis All fiends within 500 feet of Dracula must suceed on a DC 20 wisdom saving throw, or immediatly become charmed by him. Following his orders without question so long they remain on the same plane. Shapechanger If Dracula isn't in sun light or running water, he can use his action to Polymorph into a bat swarm, a winter wolf, or a Medium cloud of mist, or back into his true form. While in bat form, Dracula can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. his Statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. he reverts to his true form if he dies While in mist form, Dracula can't take any actions, speak, or manipulate Objects. he is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. he has advantage on Strength, Dexterity, and Constitution Saving Throws, and he is immune to all nonmagical damage. Regeneration So long as Dracula has at least 1 hit point, he regenerates 50 health at the start of his turn. Spide climb Dracula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Old Weakness If Dracula's heart is pierced with a piercing weapon made of wood, while he is incapacitated or unconcious, he takes 50 Necrotic damage, and another 50 on the start of every one his turns the stake remains in place. While staked Dracula can not use his actions, bonus actions, or regenerate health. He loses all damage immunities and resistances while staked. Actions Multi attack Dracula may make 3 claw attacks, or subsitute one of his claw attacks for a bite attack. Claw Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 28 (4d8 + 10) slashing damage. The target must make a DC 15 constitution saving throw or take an additional 17 (2d6+10) saving throw. bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 26 (4d12). the target must make a DC 15 constitution saving throw or take an additional 24 (4d6+10) necrotic damage. Legendary Actions Dracula has 5 Legendary Actions, choosing from the actions below. Only one legendary action option can be chosen at a time, and only at the end of another creature's turn. Dracula regains spent legendary actions at the beginning of his turn. Detect Dracula makes a Wisdom (perception) check. Claw Dracula makes a Claw attack. Bite Dracula makes a Bite attack. Throw (Costs two actions). A creature within 5 feet of Dracula must make a DC 20 dexterity saving throw, or be thrown 15 feet in a direction of Dracula's choice.

Dracula is the first vampire according to some legends, though this is near impossible to prove and most vampires will object to the statement. Despite this, none can disagree with the fact he is the most powerful vampire by far. Luckily for mortals, Dracula generally holds no desire for conquering the world. Well, anymore. Legend holds that once Dracula loved a mortal woman, who was killed by an inquisition for witchcraft. In his rage Dracula called a swarm of demons and devils unlike no other onto the world, and was only stopped by the skins of mortality's teeth. However, death does not stop one as strong as he was, and through unknown means Dracula returned. Still mentally broken as he was at death. Now he stays in his ever moving castle. Watching. Waiting for the time where he can come back out and finish cleansing the world, so he may die in the ashes he leaves behind, and once more be with his love. Dracula's castle Dracula's castle is an ever changing monstrousity, which constantly changes to suit his needs. The castle contains thousand of years of magical items, arcane knowledge, and scientific research. The rooms included always include a master bedroom, a teleportation mechanism control room, an arcane labratory, a throne room in the entrance hall, and a reading room. It also usually contains feeding farms, dining rooms, and several dozen storage rooms, along with everything else that Dracula finds he needs. Over the course of a week Dracula can magically change the layout of his castle, so long as it remains structurally stable, and make appear any common item he needs so long as its value is less than 1000gp. Lair effects The area around Dracula's castle has the following effects: Crows follow mortal travelers and crow constantly

wolves follow travelers constantly, but never attack.

blue auras appear around buried treasures.

all wildlilfe except the aformentioned two tend to migrate far away, only coming back occassionally on the strange howls of the wolves.

Celestial creatures must make a DC 15 wisdom saving throw on the dusk of every night, or else be plagued with nightmares stopping a good night's sleep.

Devils and demons appear within the area in 10 miles around the castle. Dracula lair actions On initiative count 20 (losing ties) Dracula may take one of the following lair actions. He may not pick the same effect two rounds in a row. The rooms of Dracula's castle magically rearrange. Making it to where a currently closed door (or space through a wall) is now an entrance to a room of his choice.

1d4+1 of Dracula's soldiers join the fight. These soldiers use the Vampire Spawn stat block, and are armed with longswords.

A thick mist fills a 30 foot radius area, which Dracula can see, until the next initiative count 20. This mist blinds all creatures within it.

The inner mechanisms of the castle begin shifting. All creatures, other than Dracula, in the castle must succeed on a DC 15 dexterity saving throw or be knocked prone. Special lair actions If Dracula is near the proper room or magic item in his castle, he can do any of the following actions over the course of a certain time. When near a black mirror Dracula can open a portal to anywhere on the material plane over the course of 3 turns, using his actions, or open a portal to any one of the planes over the course of an hour. This portal is maintained so long as Dracula keeps his concentration.

When in the Teleportation mechanism control room Dracula can teleport the castle and all its inhabitants and contents to any point on the material plane over the course of ten minutes.

When in his arcane research room he can cast any wizard spell of any level of 7th level or lower, as a ritual. Credit: Castlevania (2017-2018) Dracula as an eventuality. Dracula can not be permanently killed. Legend has it that if he is killed, beheaded, burned to ashes, and a wish spell made upon the first dawn after his death, he will stay dead. But this is just myth and legend. If his body is killed, Dracula comes back alive 1D20X10 years later, his physical body and mind restored to previous condition.

magic items Some magic items found within the world of Castlevania The Morning Star weapon (flail), very rare. The ancestral weapon of the Belmonts, the Morning Star is a special flail that was crafted for the specific reason of hunting Dracula and other vampires. The weapon counts as a normal flail against most creatures, but against undead deals an additional 1d12 radiant damage. Additionally, the wielder can choose to attack with disadvantage using their bonus action, and increae the reach of the morning star to 20 feet. When an undead creature is killed by the Morning star, the creature explodes in a 10 foot radius, dealing 4d8 radiant damage to all undead in the radius. Creature's killed by this explosion do not cause new explosions. Credit: Castlevania (2017-2018) Forge Master's tool weapon (any), rare. A weapon made by alchemists for the purpose of transfering the souls of demons into the bodies of medium humanoids. This process takes a minute, and requires a DC 15 arcana check. The creature created is generally a barbed devil, or a bone devil if the check is passed by 5 or more. The user of this weapon can only directly control a number of barbed devils equal to their intelligence modifier, with bone devils counting as 2 barbed devils, with any further creatures created falling under the control of a creature they see as the most powerful creature in the area, or acting on their own if no such creature exists. Use of an anti magic field on the creature causes it to die from the demon being forced out the body, and breaking of the weapon results in complete freedom to all controled creatures. Looking Glass Magic Item, rare. These mirrors come in two forms: one way, and two way. A one way Looking glass allows for the looking of particular objects and people. When using to find an object, one merely needs to know the general idea of what they are looking for, and make a DC 15 Arcane check in order to see the object. If the user wishes to see a creature, the creature may make a DC 15 wisdom saving throw, so long as the creature has some form of spell casting. If the creature has no spell casting ability, they automatically fail the saving throw. On a failed saving throw the user sees and hears the creature, as if using Scry A two way looking glass works similarly, but any creature with their own looking glass can make a DC 10 arcana check to look and hear through the two way glass. This can be used for long distance communication, or spying on foolish collectors of the arcane. Wall Turkey Common magic item This turkey randomly appears in the stone foundations of buildings. consumption of it takes an action, and heals 2d4+1 HP. Consecrated Whip weapon (whip), rare. This whip has been consecrated in a church, by a priest holding that fire of true and absolute faith. It becomes a +2 weapon against most creatures; however, when fiends and undead are hit by the whip they must succeed on a DC 10+your charisma modifier+your proficientcy bonus constitution saving throw, or take an additional 1D6 radiant damage.

Dhampir Race Vampires often hold few emotions past hatred and pain. However, some rise above these instictual ideas and come to love, or even cherish others. From these unions a half vampire may be produced, a Dhampir, who finds themselves in a place between worlds. While it is possible for these to be produced from other, darker, means, but most vampires tend to kill humans before such things can happen. Dhampir traits Make the following adjustments when playing a Dhampir: Ability Score Improvement Damphyr are tough and fast. +2 constitution, +1 dexterity Age Dhampir age faster than their mortal parents, reaching physical and mental maturity in half the time of their mortal parent's race, after which they stop aging. Average Height Dhampir tend to have a height a few inches above the average of their mortal parent's race. Average Weight Dhampir tend to be on the heavier side of their mortal parent's race, but hold the appearence of being very thin and muscular. The density of muscle is much higher in these creatures. Bite as an action you can make a bite attack with your fangs. doing so does 1d4+strength necrotic damage, and you regain an amount of HP equal to the damage dealt. The target's maximum health is decreased by the damae done until they finish a long rest. Claws your nails are unnaturally strong and pointed. Your unarmed attacks deal 1d4+strength modifier slashing damage. Languages Dhampir often learn languages from their vampire parent's libraries; however, only those more scholarly ones will remember more than the basics. You can speak, read, and write common and one other language of your choice. Size dhampir are medium creatures generally, though some may be small. Sleep of the Dead If you suffer from a disease, horrible injury, or have any of your scores lowered permanently, you may choose to sleep in a coffin for any amount of time. The damage done is healed after a week of this sleep, but you can not wake yourself up from this slumber so long as the coffin remains sealed. Instead someone or something must open the coffin for you. Shapechange When the Dhampir reaches 4th level they may use their action to polymorph into a swarm of bats or a wolf. When they reach 10th level they may additionally become a winter wolf (See Monster Manual). You may use this feature a number of times equal to your wisdom modifier (miminum 1), before you must take a long rest. Credit: Castlevania (2017-2018)

Vampire Hunter (Fighter Subclass) A shadowed figure attacks from the ally, aiming to rip the throat out of the lone warrior walking it. Dashing to the side, the warrior draws a whip from his side and swings it at the figure's throat. In a flash of radiant energy, the figure turns to fire and burns with an ear splitting howl. "Good riddance," the warrior growls out. Stumbling into an inn to celebrate his success. Vampire hunters are those fighters who have specialized in fighting the undead, and othWer creatures of evil energy. Often they have been trained from a young age, or have had horrid experiances with such creatures in the past. There not always being vampires and undead to kill, some vampire hunters work as mercenaries and thugs between jobs, where they are often known as "terrifiers" on the battlefield. This title is because of the brutal and unpredictable combat that many vampire hunters use even against humans. Light to the Darkness Starting at 3rd level, when ever you hit a creature with an attack you are proficient in, you deal an extra amount of Radiant damage based on your level, as shown on the table below. Level Damage die 3rd 1D4 12th 1D6 18th 1D8 Know your enemy At 3rd level, as an action, you can observe a creature and produce the effect of Detect Good and Evil, as if it were cast, though this ability is not magical. Fearless Starting at 7th level you become immune to being frightened. Back off At 10th level you've learned to avoid sudden attacks. When a creature comes within 5 feet of you, you may use your reaction to move up to 10 feet in a direction of your choice. You do not trigger attacks of opportunity from the creature you are moving away from. Brutal finish Starting at 15th level, when you kill a creature, you may use your bonus action in order to make an example of it. Upon doing so all creatures in a 30 foot radius who can see you, must make a DC 10+ your strength or dexterity modifier+your proficientcy bonus, or else become frightened of you. I Kill Monsters! When you reach 18th level you have fought enough undead for it to have changed you physically. The constant bloodshed of undead creatures around you has made you resistant to necrotic damage. Credit: Castlevania 2017-2018 Oath of Damnation (Paladin Subclass) The paladin stood in the castle entrance hall, staring down the lich in front of him as he drew his sword. "It's over, brother," he finally said, "The people who killed our mother were your first victims. The others did nothing against you." "It'll never be over," the lich croaked out, preparing the fire ball in his hands, "why should I let this kingdom live, when it let thugs like those live!" For a moment the paladin didn't answer, tears staining his cheeks as he rose the sword in front of him, "for mother." Paladins of Redemption and paladins of damnation both start from the same place most times, but the difference is in the target of their emotions. Paladins of redemption believe that evil creatures can be redeemed to good, and be brought up from evil. Paladins of damnation show up when there is something they wish they could redeme, but know will never accept it. A brother who turned to a lich, a lover who was turned into a vampire, a father who was possessed by a demon. What ever it was, the paladin feels there is no way to ever bring it back to the side of good, and that the kindest thing would be to kill it before its evil can spread. Tenants of Damnation as a Paladin of Damnation you have the following tenants. Quench the source Your ultimate goal is to destroy the thing that inspired you to follow this path. You must never let the creature life if you have the option to kill it, unless it has somehow come to the side of good. Intelligence Do not blindly attack the evil. This will only lead to them letting more people become hurt. Always make sure you have some plan and are properly prepared for attacking an evil, unless not attacking now would cause catastrophic damage.

Protection When coming across evils caused by the thing that lead you down this path, or some other evil you could have stopped earlier, you must stay and help clean up the immediate mess caused by it, unless doing so would be a greater evil. Mourn the Dead even the evil should be mourned for the horrors they must have seen to become what they did. So long as there is one redeeming factor in those you kill, no matter how small a humanising feature, you must include their passage to a better place within your nightly prayers, or in cases of not following a God, within a hearty cheer at an inn, or war cry against some greater evil. Oath spells Paladin Level Spells 3rd Bane, Cause Fear 5th Misty step, flame blade 9th Aura of Vitality, Blink 13th death ward, locate creature 17th Dawn, scrying This oath and NPCS This oath brings a semi powerful NPC into your game, which might erk some DMs. Thus when making a character based around this oath, one has a few options with how to handle this NPC. Have the foe your oath is based around be the BBEG of the campaign you are in. working with the DM to write the villain into your past. Have your character be trying to build up power and resources until they are powerful enough to go after their true enemy. With the foe being in some distant land, or place where they pose no immediate threat. Have you have already killed your foe, but still be living with the grief of your actions and hope to be able to stop others from going down the same path. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. I Will Not Die When brought down to 0 hit points, but not killed outright, you may use your reaction to gain a number of temporary hit points equal to your level X 2. No Further As an action, each creature of your choice in a 30 foot radius must make a Wisdom saving throw, or else be unable to approach any closer to you or a point of your choice for 1 minute. Aura of Determination at 7th level you become determined to end each fight as fast as possible. You, and all friendly creatures within 10 feet of you, gain advantage on all initiative rolls. At 18th level the range of this aura increases to 30 feet. Sense the Fallen at 15th level you are constantly channeling magical energies into you. You act as though you are constantly under the effects of Detect Good and Evil Form of Damnation At 20th level you can use your action to channel the will to bring justice into the world into your pysical body, and gain the following benefits for 1 hour. You gain a fly (hover) speed of 40 feet.

you become resistant to piercing, slashing, and bludgeoning damage from non magical sources.

All friendly creatures in a 30 foot radius of you may add your charisma modifier on their attack rolls. Credit: Castlevania (2017-2018) Speaker Mage (Wizard subclass) The mob was charging with pitchforks and scythes, screaming for blood against the priest in the midsts. Running for his life, he trips on the loose bricks of the streets and hits the ground. Blood hazing his vision as he watches his approaching death. Then the Old man appeared. Throwing back his blue hood, he held up his hands and screamed out a challenge in some language the priest had never heard, and with a chilling breeze a wall of ice appeared between the mob and their target. He was saved. The Speakers are an order of scholars, known for the collection of knowledge and legends through oral tradition. Those wizards that do appear in their rank often learn to gain magic through complex manipulation of the magical energies of the world. Scholarly habits At 2nd level you choose a school of magic. When adding your two free spells to your spellbook this level, you gain a third spell of the school of magic chosen. You internalize this spell into your memory. It can never be forgotten, except through magic, and can prepare it normally when choosing spells, even if you do not have a spell book on you. On even numbered levels you gain another free spell of that spell school.