Livspoeng
Kyndigheter
Vampire
| Niva | Dyktighetsbonus | Egenskaper | Blood Potency | Blood Pool Limit |
|---|---|---|---|---|
| 1 | + 2 | Vampiric Nature Vampiric Bloodline | 1d4 | 1 |
| 2 | + 2 | Vampiric Nature Vampiric Bloodline | 1d4 | 2 |
| 3 | + 2 | Vampiric Nature Vampiric Bloodline | 1d4 | 3 |
| 4 | + 2 | Vampiric Nature Vampiric Bloodline | 1d4 | 4 |
| 5 | + 3 | Vampiric Nature Vampiric Bloodline | 1d4 | 5 |
| 6 | + 3 | Vampiric Nature Vampiric Bloodline | 1d4 | 6 |
| 7 | + 3 | Vampiric Nature Vampiric Bloodline | 1d6 | 7 |
| 8 | + 3 | Vampiric Nature Vampiric Bloodline | 1d6 | 8 |
| 9 | + 4 | Vampiric Nature Vampiric Bloodline | 1d6 | 9 |
| 10 | + 4 | Vampiric Nature Vampiric Bloodline | 1d6 | 10 |
| 11 | + 4 | Vampiric Nature Vampiric Bloodline | 1d6 | 11 |
| 12 | + 4 | Vampiric Nature Vampiric Bloodline | 1d6 | 12 |
| 13 | + 5 | Vampiric Nature Vampiric Bloodline | 1d6 | 13 |
| 14 | + 5 | Vampiric Nature Vampiric Bloodline | 1d6 | 14 |
| 15 | + 5 | Vampiric Nature Vampiric Bloodline | 1d8 | 15 |
| 16 | + 5 | Vampiric Nature Vampiric Bloodline | 1d8 | 16 |
| 17 | + 6 | Vampiric Nature Vampiric Bloodline | 1d8 | 17 |
| 18 | + 6 | Vampiric Nature Vampiric Bloodline | 1d8 | 18 |
| 19 | + 6 | Vampiric Nature Vampiric Bloodline | 1d8 | 19 |
| 20 | + 6 | Vampiric Nature Vampiric Bloodline | 1d8 | 20 |
Klasseegenskaper
Niva 1
Niva 11
Niva 12
Niva 14
Niva 16
Niva 17
Niva 19
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 8
Niva 9
Kyndigheter
simple
Startutstyr
Klasseegenskaper
Vampiric Nature (Level 1)
Starting at 1st level your very nature changes as the curse of your vampirism manifests.
Vampire Strengths
You gain the following benefits:
Eyes of Night
You gain darkvision with a range of 60 feet. If you already have darkvision it is increased by 60 feet up to a maximum of 120 feet.
Hungering Bite
You may use your action to bite a creature within 5 feet that you are grappling, that is incapacitated, restrained, or willing. Make a melee attack, adding either your Strength or Dexterity modifier to the attack and damage rolls. If the creature is willing, the attack automatically hits.
On a hit the creature takes 1d4 piercing damage plus 1d4 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
From 11th level, a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
The necrotic damage dealt by the bite increases to 2d4 at 5th level, 3d4 at 9th level, 4d4 at 13th level and 5d4 at 17th level.
Regeneration
At the start of each of your turns, while you have no more than half of your hit points left, you regain hit points equal to your blood potency die plus your Constitution modifier (minimum of 1).
You don't gain this benefit if you have 0 hit points, start your turn in direct sunlight or in running water.
If you take radiant damage or damage from holy water you don't gain this benefit at the start of your next turn.
Resistances
You have resistance to necrotic damage.
Undead Nature
Your creature type changes to Undead, you no longer age, cast shadows, or reflections, and you don't need to eat, drink or breathe.
Unlike most undead however, you do need to sleep. When you take a long rest, you must spend at least two hours in an inactive, motionless state, rather than sleeping. Some vampires prefer to stand up straight or to hang vertically. In this state, you appear asleep, but it doesn't render you unconscious, and you can perceive as normal. Additionally if any part of your body has been severed it regrows after 2 minutes in this state.
Vampire Weaknesses
You gain the following flaws:
Forbiddance
You can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water
You take acid damage equal to your level in this class if you end your turn in running water.
Stake to the Heart
If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
Sunlight Hypersensitivity
You take radiant damage, which can't be reduced in any way, equal to your level in this class when you start your turn in direct sunlight. While in direct sunlight, you have disadvantage on attack rolls and ability checks.
Bloodhunger
Your curse instils in your an insatiable hunger that you need to sate to survive:
Blood Pool
Your blood pool describes both your appetite and the well of vigour you tap into when using your powers. Your blood pool may contain a number of points up to your blood pool limit as shown on the vampire class table.
Feeding
When you successfully hit with your hungering bite action on a humanoid creature, you may choose to spend 1 minute drinking the blood of the target creature. The creature is charmed and stunned by you for the duration, and its hit point maximum is reduced by an amount equal to five times your vampire level at the end of the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
If you or the target take any damage during the process you must make a Constitution saving throw as if concentrating on a spell; on a failed save the feeding is interrupted, and the target is no longer stunned or charmed by you.
If you successfully feed on a creature uninterrupted, you gain one point in your blood pool. If the creature you are feeding on dies, you gain an additional blood point.
Insatiable Hunger
Immediately after finishing a long rest, you lose one point from your blood pool. If you have no points in your blood pool, you instead gain one level of exhaustion.
You only lose levels of exhaustion from Insatiable Hunger if you have points in your blood pool when you finish a long rest.
Vampiric Bloodline (Level 1)
Each vampire gains their curse from someone, passed down from the original vampire to the next and all the way to you. As the curse passed to each new vampire particular perculiarities appeared: unique powers and quirks exhibiting by certain lines that differentiated them from others.
Choose a bloodline, which describes the lineage of the curse in your veins.
Your choice grants you features at 1st level, and again at 9th and 17th levels.
Misty Escape (Level 3)
At 3rd level, as part of taking a long rest, you may create a resting place over 1 hour; something akin to a formal burial, the resting place may resemble a coffin, crypt or grave site. When you drop to 0 hit points outside your resting place, you transform into a cloud of mist instead of falling unconscious, provided that it you aren't in sunlight or running water.
If you can't transform you die, your flesh turning to ash and leaving only a skeleton behind.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, gain 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, your mist form can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.
While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. Once you are in a resting place, you revert to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement (Level 6)
When you reach 6th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement (Level 8)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Bloodline Feature (Level 9)
At 9th level, you gain a feature granted by your Vampiric Bloodline.
Improved Resistances (Level 11)
At 11th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement (Level 14)
When you reach 14th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Bloodline Feature (Level 17)
At 17th level, you gain a feature granted by your Vampiric Bloodline.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Vampiric Mastery (Level 20)
At 20th level, you can assume the form of a horrific creature of the night. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Leathery wings sprout from your back and grant you a flying speed of 60 feet.
You are immune to the effects that turn undead.
Your blood potency die increases to 1d10.
To look upon your new form is to invite terror. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect for the next 24 hours.
Once you use this feature, you can't use it again until you finish a long rest.
Multiklassing
Multiklassekrav
{"con":17,"dex":17,"str":17}
Underklasser
Underklasse-egenskaper
Bloodmage
Bloodmage (Level 1)
Often perceived as mad occultists, Bloodmages are privy to an ancient and powerful type of magic fuelled by blood, be it theirs or some unfortunate mortal.
Prone to working in the shadows to conduct their mystic rituals, such vampires are also capable of great perceptive feats alongside their terrifying brand of foul sorcery.
Vampiric Power Disciplines
Starting at 1st level, you have access to one of the following vampiric power disciplines: Auspex, Blood Sorcery, Dominate, or Obfuscate.
You gain access to one additional discipline at 6th level, 9th level and 14th level.
At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.
Preparing Vampiric Powers
You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.
You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list.
Power Usage Ability
Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.
Power
Rituals
Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point.
Requirements
Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description.
Bonus Proficiencies
At 1st level, you gain proficiency in the Arcana and Medicine skills.
Bane
As a bloodmage vampire you gain the following additional flaw:
Tenuous Bonds
Creatures targeted by your Dominate powers or by spells you cast that inflict the charmed condition have advantage on any saving throws they are required to make.
Blood Rituals (Level 9)
At 9th level you have learnt how to use your esoteric knowledge to perform ritual magic.
Choose one spell from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 4th level or lower that has the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You are able to cast that spell as a ritual at its lowest level.
When you finish a long rest you may replace the spell you know with a different spell from the choices available.
Sanguis Magus (Level 17)
At 17th level you are able to use your vampiric blood to fuel the casting of spells.
Choose two spells from the bard, cleric, druid, sorcerer, warlock, or wizard spell list of 3rd level or lower.
The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
You are able to cast a 1st or 2nd level spell by expending one point from your blood pool, or a 3rd level spell by expending two points from your blood pool.
When you finish a long rest you may replace one or both spells you know with a different spell from the choices available.
Feral
Feral (Level 1)
Not all vampires are what you might imagine, the suave and sophisticated aristocrat in their ancient castle, some embrace the inner hungering beast the curse imbues them with, becoming like feral animals.
Don't let their animalistic lust for blood fool you however, for all their impulsiveness they still posess the sharp wits and cunning of their more civilised kindred.
Vampiric Power Disciplines
Starting at 1st level, you have access to one of the following vampiric power disciplines: Animalism, Fortitude, Potence, or Protean.
You gain access to one additional discipline at 6th level, 9th level and 14th level.
At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.
Preparing Vampiric Powers
You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.
You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list.
Power Usage Ability
Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.
Power
Rituals
Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point.
Requirements
Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description.
Bonus Proficiencies
At 1st level, you gain proficiency with light armour and proficiency in the Survival skill.
Bane
As a feral vampire you gain the following additional flaw:
The Red Thirst
When you reduce a creature to 0 hit points with a melee attack, make a DC 5 Wisdom saving throw. On a failed save you temporarily lose control of your senses, until the start of your next turn you are incapacitated as you consume the flesh and blood of the slain creature as if you were feeding. While feeding in this manner you do not make Constitution saving throws to maintain concentration, counting the feeding as successful as long as you are not paralyzed or unconscious at the start of your next turn.
The DC for the Wisdom saving throw increases by 1 for each creature you reduce to 0 hit points after the first; this increase resets when you fail the saving throw or when you finish a long rest.
Bestial Hunger (Level 9)
Starting at 9th level, once per turn when you take the attack action you can make an attack with your hungering bite against a creature even if it isn't grappled by you, incapacitated, restrained, or willing. When you do so you have advantage on the attack roll, however attack rolls against you have advantage until the start of your next turn.
Frenzy (Level 17)
Beginning at 17th level, whenever you take the Attack action on your turn you may make one additional attack as a bonus action.
Highborne
Highborne (Level 1)
The archetypical vampire, Highbornes are more often born of noble blood, or claim to be, and hold an air of elitism with their bloodline.
Believing themselves to have refined their blood-bound curse to it's finest, they are able to dazzle mortals and bend them to their whims while being blindingly quick and no less hardy than their feral cousins.
Vampiric Power Disciplines
Starting at 1st level, you have access to one of the following vampiric power disciplines: Celerity, Dominate, Fortitude, or Presence.
You gain access to one additional discipline at 6th level, 9th level and 14th level.
At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.
Preparing Vampiric Powers
You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.
You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list.
Power Usage Ability
Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.
Power
Rituals
Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point.
Requirements
Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description.
Bonus Proficiencies
At 1st level, you gain proficiency with light armour, medium armour and four martial weapons of your choice.
Bane
As a highborne vampire you gain the following additional flaw:
Refined Tastes
Unlike other vampires, not just any blood will do. Choose two races of humanoids (such as humans and elves) for your refined tastes. Feeding on anything other than your chosen refined tastes requires you to make a Constitution saving throw with a DC equal to 5 plus your vampire level. On a failed save, you add no points to your blood pool as you regurgitate the blood immediately after the feeding ends.
Vampiric Glamour (Level 9)
Starting at 9th level you can use your action to obscure your form with mind-affecting magic that makes others perceive you as a beautiful member of your race the same size and shape as you. The illusion ends if use your bonus action to end it or if you die. A creature that can see you can take an action to visually inspect you, ending the mental effect on itself and seeing your true form with a successful Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Noble Dilettante (Level 17)
At 17th level your long years of life have lead you to dabble in a variety of subjects as they took you fancy or you followed your whim. You may choose one bonus from the following list:
You gain a +2 bonus to damage rolls with weapons that you are proficient with.
You gain proficiency in a saving throw you are not already proficient in.
You gain proficiency in two skills you are not already proficient in.
You may change your selection when you finish a long rest.
Orphaned
Orphaned (Level 1)
A rare breed of vampire, the orphaned are those who have either no particularly strong connection to their predecessors or have no knowledge of their lineage's origin.
As such they are often shunned by bloodline families or are highly individualistic, their capabilities knowing few bounds as they explore all they can with the power of their curse, all without the bane of the more purebred bloodlines.
Vampiric Power Disciplines
Starting at 1st level, you have access to one vampiric power discipline of your choice and you may only choose vampiric powers from the first level of your chosen discipline.
At 6th, 9th, 14th, and and 17th level you may choose one of the following:
You may now prepare powers from the next level up of your known disciplines, for example; choosing from second level or lower, third level or lower when choosing this twice, etc.
You may now prepare powers from two new disciplines of your choice.
Preparing Vampiric Powers
You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.
You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list.
Power Usage Ability
Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.
Power
Rituals
Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point.
Requirements
Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description.
Bonus Proficiencies
At 1st level you may choose to gain two of the following:
Proficiency in light armour, medium armour (if proficient in light armour), or in heavy armour (if proficient in medium armour)
Proficiency with two martial weapons of your choice
Proficiency with two skills of your choice
You may choose the same option more than once.
At 9th level you may choose another two options from the above list; or if your DM allows you may choose a feat instead.
Bonus Proficiencies (Level 9)
At 9th level you may choose another two options from the prior list of bonus proficiencies; or if your DM allows you may choose a feat instead.
Uncanny Resilience (Level 17)
Starting at 17th level, you are able to resist the bane of all vampires longer than most. As a reaction to entering sunlight you can ignore the effects of your sunlight hypersensitivity weakness for 1 minute.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Shadowed
Shadowed (Level 1)
Spoken of in hushed tones even amongst their kindred, the Shadowed are deadly and ruthless vampires who willingly dabble with powers beyond that which even other vampires would dare touch.
Harnessing their unique discipline of Oblivion they summon and bend the very shadows to their will and conduct necromantic ceremonies to raise the dead to their side.
Vampiric Power Disciplines
Starting at 1st level, you have access to the Oblivion discipline.
You gain access to one additional discipline of your choice from: Auspex, Dominate, Fortitude, or Potence at 6th level, 9th level and 14th level.
At 1st level you may only choose vampiric powers from the first level of your chosen discipline; you may also choose from second level powers in your disciplines at 6th level, from third level powers at 9th level, from fourth level powers at 14th level, and from fifth level powers at 17th level.
Preparing Vampiric Powers
You prepare the list of vampiric powers that are available for you to cast, choosing from the discplines you have access to. When you do so, choose a number of vampiric powers equal to half your blood pool limit, rounded down (minimum of 1). The vampiric powers must be of a level you are able to choose, as per your vampiric power disciplines feature.
You can change your list of prepared vampiric powers when you finish a long rest. Preparing a new list of vampiric powers requires time spent in meditation: at least 1 minute per level for each vampiric power on your list.
Power Usage Ability
Unlike spells, vampiric powers use different ability modifiers, as shown in their descriptions when relevant, to set the saving throw DC for their effects.
Power
Rituals
Some powers have the ritual tag, such a power can be cast using the normal rules for powers or can be cast as a ritual. The ritual version of the power takes 10 minutes longer to cast than normal, however it consumes one fewer blood point.
Requirements
Some powers require you to have another power of a certain discipline and level prepared, which will be noted below the power's description.
Bonus Proficiencies
At 1st level, you gain proficiency in the Intimidation and Stealth skills.
Bane
As a Shadowed vampire you gain the following additional flaw:
Distorted Image
Your image betrays your true nature. Unlike other vampires you cast reflections, but the image is that of a hideous monster; any creature has advantage on checks to determine if you're under the effect of illusion magic such as disguise self, and magic such as scrying, sending, and telepathy has a 50% chance of failing when you're the target.
Ruthless Determination (Level 9)
At 9th level if you miss with an attack roll or fail an ability check or a saving throw, you can choose to reroll; if you do so you must use the new roll.
Once you use this feature, you can't use it again until you finish a short or long rest.
Sinister Siphon (Level 17)
At 17th level you may empower yourself with a modicum of the unlife you impart to your minions. As a bonus action you may choose one undead creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Vampire level; you then regain hit points equal to the damage dealt.
If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust.