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Prestige Class Vampire

Feb 28, 2018

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    P C: VVampires are nigh immortal undead creatures whoseexistence go on unending except in the rare case of a

    disciplined foe who can turn their supernatural banes

    against them. Solitary predators, vampires shun oneanothers presence unless they believe there is some

    advantage to be gained by tolerating one another.Vampires use stolen life force to power their dark

    magic, labor under cursed lineages that provide them

    with unique gifts, and fight to the death to depose their

    superiors or deny power hungry rivals.

    While many vampires start off evil, and even more

    end up that way, it is not a requirement. Some heroicadventurers who find themselves embracedinto the

    curse may fight against their basest urges to feast on

    their companions and, instead, harness the power of

    their cursed blood while mitigating its worst excesses.

    B B, EHaving forsaken mortality in pursuit of an everlasting

    half-life, vampires do not naturally replenish theirhealth and vital reserves. Instead vampirism drives

    those afflicted to feed off of the living, stealing what life

    force they can from the mortals they once lived among

    as peers. Within the body of a vampire this stolen life

    force is transformed into a supernatural ichor that canbe expended to invigorate their physical forms or to

    perform supernatural miracles dictated by their curse.

    In a dark mirror of their need for mortal blood,

    vampires must also prey upon one another to grow in

    power. A vampire can only hope to be a lesser version

    of the sire who transformed them on their own. Mostvampires, having come to accept their role as predators

    and viewing all else as their prey, do not hesitate at the

    idea of hunting down and destroying those vampires

    more aged and powerful than them. This horrific act

    is called diablerie and, when it is performed upon a

    vampire, that vampires very soul is destroyed.

    B C, T

    The first vampires were cursed by the gods for their

    transgressions against gods and man. These curses

    echo down through the blood of those vampires they

    have embraced. Even in the least vampires this curse

    takes hold and directs the supernatural power of theirblood. There are three main curses afflicting vampiric

    kind though other, more obscure, curses certainly exist.

    Level

    1st

    2nd

    3rd

    4th

    5th

    Features

    Vampiric Nature, Bloodborne Powers,

    Blood Feast, Cursed LineageThe Embrace, Cursed Lineage feature

    Cursed Lineage features

    Supernatural Prowess

    Cursed Lineage feature, Endless

    Hunger

    3rd__

    __

    __

    __

    2

    2nd__

    __

    2

    3

    3

    1st

    2

    3

    4

    4

    4

    __ Spell Slots per

    Spell Level __

    THEVAMPIRE

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    PYou must meet the following prerequisites in order to

    advance as a vampire (in addition to the multiclassingprerequisites for your existing class):

    Constitution 13.The transition from mortal to

    undead requires fortitude that not all can muster.

    Character level 5th. The weakest of adventurers find

    that the curse of vampirism serves only to weakenthem further or turn them into monsters. More

    seasoned heroes learn to conquer the voracious

    hunger and dark appetites instilled in them by the

    curse.

    Endure a dark ritual.You must find a vampire of at

    least 2nd level who will induct you into the ranks ofvampirism. You can only gain levels in the vampire

    class equal to one lower than the level of the vampire

    who made you a vampire. You can bypass this limit by

    committing diablerie. To commit diablerie you must

    capture, kill and consume the blood of a vampire withmore levels in this class than you. Once you have done

    so you may gain another level in this class.

    C FH P

    Hit Dice: 2d4 per vampire level

    Hit Points per Level: 2d4 (or 5) + your Constitution

    modifier per vampire level

    PTools: None

    Saving Throws: None

    Skills: None.

    EThe vampire prestige class does not grant any special

    equipment.

    V N

    You have forsaken your mortal life and embraced your

    vampirism. This new vampiric nature comes with

    certain banes and boons.

    Your banes include

    The light of the sun is anathema to you and you take

    disadvantage on all ability checks, attack rolls and

    saving throws while in direct sunlight. When in sunlight you make all rolls to stabilize at

    disadvantage and, if you fail three, you suffer death

    and can only be revived by the spell, wish.

    You suffer death and cannot be revived by any means if

    another vampire consumes you via diablerie.

    You do not regain any Hit Dice when you take a long

    rest but instead must use your Blood Feast feature tosteal the life force of other creatures.

    You are considered undead rather than humanoid.

    Your boons include

    You have resistance to necrotic damage and advantageon saving throws against disease and poison effects.

    As a predator of the night, you gain darkvision to a

    distance of 120 feet.

    You automatically stabilize when you reach 0 hit

    points when not in sunlight.

    You no longer age.

    B P

    As a vampire you have the ability to convert your own

    life force into supernatural power. You gain the ability to

    expend Hit Dice to use the following abilities;

    After you roll an attack roll but before the DMdeclares whether or not you hit, you can expend one

    Hit Die to roll a die of that type and add it to the result.

    As a bonus action you can expend one Hit Die to rollit and regain hit points equal to the result of that die +

    your Constitution modifier.

    When an attack roll is made against you but beforethe DM declares whether or not you were hit, you can

    expend one Hit Die to roll a die of that type and add it

    to your AC against that attack.

    In addition, the supernatural potency of your blood givesyou spell slots. Your vampire level is your spellcasting

    ability for the purposes of spells you cast in this way.

    Your spell attack and spell save DC are listed below.

    Spell save DC = 8 + your prociency modier +

    your vampire level

    Spell attack modifer = your prociency bonus +your vampire level

    You regain all expended spell slots when you take a long

    rest.

    B F

    You can consume the blood of the living by making a

    single bite attack as your action. You are proficient with

    the bite attack and you may use Strength or Dexterity

    for attack and damage rolls with this attack (your

    choice). If the target of the attack is grappled you gainadvantage on this attack roll. Your bite attack deals 1d4

    piercing damage and counts as magical for the purpose

    of overcoming resistance and immunity to nonmagical

    attacks and damage.

    When you hit a creature that is not a construct, plant,

    ooze, or undead, you can expend a spell slot to dealnecrotic damage to the target, in addition to your bites

    damage. The extra damage is 1d4, plus 1d4 for each

    spell level higher than 1st. That creature loses Hit Dice

    equal to the level of the spell slot and you regain the

    same number of Hit Dice the creature lost, beginning

    with your smallest expended Hit Die. When you deal damage with your bite attack to a

    vampire at 0 hit points you can expend a spell slot to

    commit diablerie on that vampire.

    C L

    All vampires are inducted into the dark bloodlines of the

    undead when they are turned from mortal to vampire.These bloodlines pass along the curses that haunt their

    kind. Curses typically pass down from vampire to spawn

    but, at times, the nature of a fledgling vampire alters the

    curse in unpredictable ways.

    Starting at 1st level, select a curse: the Curse of

    Nobility, the Curse of the Feral, or the Curse of Dread,

    all detailed at the end of the class description. Yourcursed bloodline grants you features at 2nd level and

    again at 3rd, 4th, and 5th level.

    PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot

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    T E

    Starting at 2nd level, you can induct a mortal into theranks of vampirism. When a living creature is reduced

    to 0 hit points you can use your action and expend a

    number of Hit Dice equal to your vampire level. That

    creature must then make a Constitution saving throw

    with a difficulty of 8 + your proficiency bonus + your

    vampire level. If the creature succeeds, they can choose

    to immediately stabilize and gain the vampirismcurseor reject vampirismand continue to make death saving

    throws. If the creature fails, they immediately stabilize

    and gain thevampirismcurse.

    S P

    Starting at 4th level, the supernatural blood coursing

    through your body heightens your mortal limitations

    depending on your Curse.The Curse of Nobility.Your Charisma ability score

    maximum increases to 22 and your Charisma scoreincreases by 2. In addition, you gain proficiency in

    Charisma saving throws.

    The Curse of the Feral.Your Strength ability score

    maximum increases to 22 and your Strength score

    increases by 2. In addition, you gain proficiency in

    Strength saving throws.The Curse of Dread.Your Intelligence ability score

    maximum increases to 22 and your Intelligence score

    increases by 2. In addition, you gain proficiency in

    Intelligence saving throws.

    E H

    Starting at 5th level, the vampiric curse evolves, givingyou reason to continue hunting your undead kin

    indefinitely. When you commit diablerie on a vampire

    you may learn one Bloodborne Power they had that you

    do not already know. You can only learn an additional 5

    Bloodborne Powers in this way but you can choose to

    forget a Bloodborne Power when you commit diablerieto learn a new one.

    C LDrawn into a dark bloodline cursed by the gods,

    vampires are troubled by the unique weakness andempowered by the unique magic granted those of their

    lineage. These curses pass down from one vampire to

    the next, creating extended families of vampires who

    trace their accursed line back to a singular progenitor

    whose cruel and debased actions incurred the wrath of

    the gods themselves.

    T C N

    The Curse of Nobility was bestowed upon a mortal ruler

    whose arrogance led to the murder of his brother in anattempt to steal his bride. Those vampires afflicted by

    the Curse of Nobility tend to be possessed of magnetic

    charisma and hypnotic appeal. The dark magic of theCurse of Nobility allows vampires to manipulate mortal

    minds and move with elegance and grace.

    V H, I M

    Starting at 1st level, you gain proficiency in your choice

    of one of the following; Deception, Persuasion, or

    Insight. In addition, gain the following spells at the

    corresponding vampire level.

    VAMPIRESPELLS

    Vampire Level Spells

    Finally, add the following bane to the list of banes under

    your vampiric curse:

    When you are reduced to 0 hp inside a home orcommunal dwelling which you were not invited into,

    you suffer death and can only be revived by the spell,

    wish.

    N P C

    Starting at 2nd level, add the following abilities to yourlist of Bloodborne Powers;

    Hypnotic Presence.When a creature that can see

    you within 60 feet of you makes a saving throw against

    a spell or ability attempting to charm them, you can use

    your reaction to expend a Hit Die, rolling the die andsubtracting the number rolled from the creatures roll.You can choose to use this feature after the creature

    makes its roll, but before the DM determines whether

    the saving throw succeeds or fails. The creature is

    immune if it cant see you or if its immune to being

    charmed.Inspired Compliance.You can use a bonus action to

    direct one of your companions or a creature charmed by

    you to strike or perform a simple task. When you do so,

    choose a friendly creature who can see or hear you and

    expend one Hit Die. That creature may make a Wisdom

    saving throw. If it chooses not to make or fails the savingthrow, it uses its reaction to make one weapon attack or

    ability check, adding the expended Hit Die to the attackroll or ability check.

    Unnatural Grace.When you roll initiative you can

    expend a Hit Dice to roll a die of that type and add it

    to the result. When you do you also gain the followingbenefits for the next minute;

    You can use your bonus action to Dodge or Dash

    When you take the Dodge action, you roll a die of the

    same type as the Hit Die expended for this feature

    and add half that (rounded down) to your AC until thestart of your next turn

    When you take the Dash action, you may roll a die

    of the same type of the Hit Die expended with this

    feature and move up to an additional amount of feet

    equal to its result times 5.You can only benefit from one use of this feature at atime.

    VampirismYou have the edgling form of the vampiric curse. Youtake disadvantage on all ability checks, attack rollsand saving throws while in direct sunlight. In additionyour thirst for blood compels you to consume freshblood from a humanoid once a week or suffer a level ofexhaustion. You cannot recover this level of exhaustionuntil you have consumed fresh blood. To consume blood you must feast on a humanoid withblood that has been dead less than one minute or make

    an unarmed attack against a creature with less than itsmaximum hit points to steal blood from the creature.When you do so the creature loses a hit dice, if it has any. While you have vampirism you automatically stabilizewhen you reach 0 hp unless you are exposed to sunlight,in which case you suffer death and can only be revived bythe spell, wish. You lose vampirism when you take a levelin the Vampire prestige class or someone casts removecurseon you.

    charm person, false life

    darkness, enthrall

    phantom steed, vampiric touch

    1st

    3rd

    5th

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    A A

    Starting at 3rd level, when you use the bite attack

    granted by your Blood Feast feature and expend a spell

    slot you can choose to deal no damage. If you do, thecreature must make a Wisdom saving throw. If it fails,

    it is charmed by you for one hour. If you expended a

    3-level spell slot or higher with this feature, the creature

    is unconscious for one hour instead. If it succeeds the

    saving throw, it takes 1d4 psychic damage per level of

    spell slot expended.

    N P E

    Starting at 3rd level, add the following abilities to your

    list of Bloodborne Powers;

    Dominate Mortal.As an action you lock eyes with a

    target creature who you can see within 60 feet, expendthree Hit Dice, and cast dominate person. When you

    do, roll the expended Hit Dice. If the highest result is 5

    or less, the spell is cast as if with a 5th-level spell slot. If

    the highest result is 6 through 8, the spell is cast at that

    level. If the highest result is 9 or above, the spell is castas a 9th-level spell.

    Self-Destructive Urge.As an action you can expend

    a Hit Dice and reprimand a creature charmed by you.The creature takes your reprimand to heart and takes

    psychic damage equal to the result of 4 rolls of the

    expended Hit Die + your charisma modifier. This endsthe charmed condition.

    N P A

    Starting at 5th level, add the following ability to your list

    of Bloodborne Powers;Unapproachable Majesty.At 5th level, you are able to

    radiate awe-inspiring majesty. Using a bonus action, you

    undergo a glorious transformation. For 1 minute, you

    gain the following benefits:

    Your will overcomes gravity itself and grants you a

    flying speed of 30 feet. You have resistance to bludgeoning, piercing, and

    slashing damage from non-magical sources.

    When you are damaged by a creature within 60 feet

    of you that you can see, you can expend a Hit Die and

    use your reaction to psychically rebuke your attacker.

    Roll the expended Hit Die and add its result to yourvampire spell save DC for this attack. The creature

    that damaged you must make a Charisma saving

    throw. It takes 2d6 + your Charisma modifier psychic

    damage on a failed save, or half as much damage on a

    successful one.

    Once you have used this feature, you cant use a Power

    of the Antediluvian feature again until you finish a long

    rest.

    T C F

    The Curse of the Feral was bestowed upon a warlord socruel his friends and foes alike said he was more animal

    than man. Those vampires afflicted by the Curse of the

    Feral can be physically brutish and wildly aggressive.

    The dark magic of the Curse of the Feral allows

    vampires to take on the shape of beasts and channel

    their unslakable hunger into unnatural strength.

    S H, P M

    Starting at 1st level, you gain proficiency in your choice

    of one of the following; Animal Handling, Athletics, or

    Survival. In addition, gain the following spells at the

    corresponding vampire level.

    VAMPIRESPELLS

    Vampire Level Spells

    Finally, add the following bane to the list of banes under

    your vampiric curse:

    When you are reduced to 0 hp if you are pierced

    through the heart by a wooden stake, you suffer deathand can only be revived by the spell, wish.

    F P C

    Starting at 2nd level, add the following abilities to yourlist of Bloodborne Powers;

    Beast Shape.You can use an action and expend a Hit

    Dice to turn into a bat or wolf and roll a die of the same

    type as the Hit Dice expended. This feature follows all

    the rules of the druids Wild Shape feature save that it

    ends only when you choose to return to your normalform as a bonus action, a number of hours pass equal to

    the result of the die roll + 1, or when the sun rises.

    Bloodhound.You can use a bonus action and expend

    a Hit Dice to enhance your senses. For the next minute

    whenever you roll Wisdom (Perception) or Intelligence

    (Investigation) to notice or track a creature you roll a dieof the same type as the Hit Dice you expended to use

    this feature and add that to the result. In addition, if a

    keen sense of smell would benefit your attempt you gain

    advantage on the roll.

    Unnatural Vigor.You can use an action and expenda Hit Dice to add a die of that type to the damage rolls

    of all melee weapon attack rolls you make for the next

    minute. In addition, double your carrying capacity, high

    jump, and long jump distance while under the effect of

    this ability. You can only benefit from one use of this

    feature at a time.

    A A

    Starting at 3rd level, your bite attacks score a critical

    hit on a roll of 19 or 20. Additionally, when you score

    a critical hit with your bite attack, you regain hit points

    equal to any necrotic damage dealt.

    F P E

    Starting at 3rd level, add the following abilities to your

    list of Bloodborne Powers;

    Call to Beasts.As an action you can expend twoHit Dice and unleash a blood curdling howl. The local

    beasts rush to your aid as if you had cast conjure

    animalsbut instead of each beast called by this abilityalso counting as fey they, instead, also count as undead.

    Choose one of your two Hit Dice and roll it when you

    use this ability. If the result is 8 or higher it counts asif you had cast this spell with an 8th-level spell slot. If

    false life, speak with animals

    beast sense, darkness

    meld with stone, vampiric touch

    1st

    3rd

    5th

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    the result is 6 or 7, it counts as if you had cast this spell

    with a 6th-level spell slot. Otherwise it counts as if you

    had cast this spell with a 4th-level spell slot. The unused

    Hit Dice can be rolled and added to any concentrationsaving throw you make to maintain this effect.

    Shape of Mist.As an action you can expend a Hit

    Dice and transform into mist as if you had cast the spell

    gaseous formon yourself. Whenever you take damage

    while concentrating on this effect you can roll a die of

    the same type as the Hit Die expended and add it to yoursaving throw to maintain concentration on this effect.

    F P A

    Starting at 5th level, add the following ability to your list

    of Bloodborne Powers;Insatiable Beast.At 5th level, you can unleash the

    insatiable beast within your breast. Using a bonus

    action, you allow the beast to take full control. For 1

    minute, you gain the following benefits:

    You cant be charmed or frightened. If you are

    charmed or frightened when you enter this form, theeffect is suspended for the duration.

    You have a climbing speed equal to your walking

    speed. Once per turn, you can carnally devour your foes.

    When you hit a creature with a melee attack, you can

    expend a Hit Die and add it to the damage roll. Youthen regain hit points equal to the damage dealt.

    Once you have used this feature, you cant use a Power

    of the Antediluvian feature again until you finish a long

    rest.

    T C D

    The Curse of Dread was bestowed upon a priest whoused his position of power to take advantage of the

    grotesque and the disturbed. Those vampires afflicted

    by the Curse of Dread are off-putting in appearance and

    radiate a palpable aura of madness. The dark magic of

    the Curse of Dread allows vampires to inspire dread

    and madness and shake off the most violent of blows.

    B H, D M

    Starting at 1st level, you gain proficiency in your choice

    of one of the following; Intimidation, Perception, or

    Stealth. In addition, gain the following spells at the

    corresponding vampire level.

    VAMPIRESPELLS

    Vampire Level Spells

    Finally, add the following bane to the list of banes under

    your vampiric curse:

    While you have 0 hp if you are submerged in running

    water you suffer death and can only be revived by thespell, wish.

    D P C

    Starting at 2nd level, add the following abilities to yourlist of Bloodborne Powers;

    Living Nightmare.You can use an action and expend

    a Hit Dice to terrorize all creatures who can see you

    and are within 10 feet. Each creature within 10 feet

    of you must make a Wisdom saving throw if it can see

    you and select one creature affected by this ability. Rollthe Hit Dice you expended to activate the ability and

    that creature takes a penalty to its saving throw equal

    to the result of that roll. On a failed save, a creature is

    frightened by you for 1 minute. At the end of each of its

    turns a creature can make a Wisdom saving throw. On a

    success the frightened effect ends.Broken Mind Insight.After you make a saving throw

    against a charmed or frightened effect but before the

    DM declares whether you succeeded or failed you may

    spend a Hit Dice to roll a die of that type and add it to

    the result.Unnatural Resilience.You can use an action

    and expend a Hit Dice to gain unnatural resilience.

    Whenever you take damage from a non-magical source

    for the next minute you can roll that Hit Dice and

    reduce the damage by that amount. Reduce damage

    from magical sources by half that amount. You can onlybenefit from one use of this feature at a time.

    A A

    Starting at 3rd level, when you expend a spell slot using

    your Blood Feast feature, you send illusory nightmares

    into your targets mind. The creature must make aWisdom saving throw. On a failed save, the target

    becomes frightened for 1 minute. At the end of each

    of the creatures turns before the duration elapses, the

    creature may make a Wisdom saving throw to end the

    condition. On a success, the effect ends. If you expendeda 3-level spell slot or higher with this feature, the

    creature makes each saving throw at a disadvantage.

    D P E

    Starting at 3rd level, add the following abilities to your

    list of Bloodborne Powers;Broken Mind Projection.You can use an action and

    false life, tashas hideous laughter

    darkness, invisibility

    fear, vampiric touch

    1st

    3rd

    5th

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    expend two Hit Dice to cast the spellhallucinatory

    terrain. Instead of the normal duration for the spell, roll

    the two expended hit dice and use the higher result.

    That result is the number of days this effect remains inplace.

    Psychic Intrusion.As an action you can expend two

    Hit Dice to cast detect thoughtsormodify memory. If

    you choosemodify memoryroll the Hit Dice. If the

    highest result is 5 or less, the spell is cast at 5th level. If

    the highest result is higher it counts as the level of theresult or 9th-level if the result is 10 or more.

    D P A

    Starting at 5th level, add the following ability to your list

    of Bloodborne Powers;Unspeakable Horror.At 5th-level, you can, as a

    bonus action, surround yourself with an aura of shifting

    shadows and dread madness that extends 30 feet. For 1

    minute, you gain the following benefits:

    Enemy creatures in your aura consider the area

    difficult terrain. Enemy creatures in your aura have vulnerability to

    psychic damage.

    In your aura dim light is reduced to darkness andbright light is reduced to dim light.

    You can use a bonus action on your turn and target

    a creature in your aura, or your reaction whena creature moves out of your aura to target that

    creature, and expend one Hit Die causing a shadowy

    tentacle in the aura to lash out and seize a creature.

    You make a vampire spell attack against the target,

    adding the Hit Die expended to the attack roll. If the

    attack hits, the target is grappled (escape DC is yourvampire spell save DC).

    Once you have used this feature, you cant use a Power

    of the Antediluvian feature again until you finish a long

    rest.

    Prestige Class: Vampire by

    /u/ coolgamertagbro

    with extensive feedback from/u/MessiahMushroom

    Art Credits in Order of Appearance

    The Full Moon Night by Unidcolor

    Fangs Glow in the dark tee Limited by DeviantArt Gear

    Shattered: Vampire by theDURRRRIAN

    Kiriban Vampire by Viccolatte

    Vampire Concept by RorkeVampire by Nathanrosario

    Strange Chappel At Strange Night daw12 by

    Peterkmiecik