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The Vampire

Level Features
1st Vampiric Nature, Bloodborne Powers,
Blood Feast, Cursed Lineage
2nd The Embrace, Cursed Lineage feature
3rd Cursed Lineage features
4th Supernatural Prowess
5th Cursed Lineage feature, Endless
Hunger

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3rd
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Prestige Class: Vampire


Vampires are nigh immortal undead creatures whose
existence go on unending except in the rare case of a
disciplined foe who can turn their supernatural banes
against them. Solitary predators, vampires shun one
anothers 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 heroic
adventurers 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.

By Blood, Embraced

Having forsaken mortality in pursuit of an everlasting


half-life, vampires do not naturally replenish their
health 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 can
be 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. Most
vampires, 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.

By Curse, Transformed

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 their
blood. There are three main curses afflicting vampiric
kind though other, more obscure, curses certainly exist.

Prerequisites

You must meet the following prerequisites in order to


advance as a vampire (in addition to the multiclassing
prerequisites 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 weaken
them 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 of
vampirism. 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 with
more levels in this class than you. Once you have done
so you may gain another level in this class.

Class Features
Hit Points
Hit Dice: 2d4 per vampire level
Hit Points per Level: 2d4 (or 5) + your Constitution
modifier per vampire level
Proficiencies
Tools: None
Saving Throws: None
Skills: None.
Equipment
The vampire prestige class does not grant any special
equipment.

Vampiric Nature

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 to
steal the life force of other creatures.
You are considered undead rather than humanoid.
Your boons include
You have resistance to necrotic damage and advantage
on 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.

Bloodborne Power

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 DM
declares 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 roll
it and regain hit points equal to the result of that die +
your Constitution modifier.
When an attack roll is made against you but before
the 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 gives


you 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 proficiency modifier +
your vampire level
Spell attack modifier = your proficiency bonus +
your vampire level
You regain all expended spell slots when you take a long
rest.

Blood Feast

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 gain
advantage 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 deal
necrotic 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.

Cursed Lineage

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. Your
cursed 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

The Embrace

Starting at 2nd level, you can induct a mortal into the


ranks 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 vampirism curse
or reject vampirism and continue to make death saving
throws. If the creature fails, they immediately stabilize
and gain the vampirism curse.
Vampirism
You have the fledgling form of the vampiric curse. You
take disadvantage on all ability checks, attack rolls
and saving throws while in direct sunlight. In addition
your thirst for blood compels you to consume fresh
blood from a humanoid once a week or suffer a level of
exhaustion. You cannot recover this level of exhaustion
until you have consumed fresh blood.
To consume blood you must feast on a humanoid with
blood that has been dead less than one minute or make
an unarmed attack against a creature with less than its
maximum 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 stabilize
when you reach 0 hp unless you are exposed to sunlight,
in which case you suffer death and can only be revived by
the spell, wish. You lose vampirism when you take a level
in the Vampire prestige class or someone casts remove
curse on you.

Supernatural Prowess

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 score
increases 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.

Endless Hunger

Starting at 5th level, the vampiric curse evolves, giving


you 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 diablerie
to learn a new one.

Cursed Lineage

Drawn into a dark bloodline cursed by the gods,


vampires are troubled by the unique weakness and
empowered 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.

The Curse of Nobility

The Curse of Nobility was bestowed upon a mortal ruler


whose arrogance led to the murder of his brother in an
attempt 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 the
Curse of Nobility allows vampires to manipulate mortal
minds and move with elegance and grace.

Vain Heart, Ignoble Magic


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.

Vampire Spells

Vampire Level Spells


1st
charm person, false life
3rd
darkness, enthrall
5th
phantom steed, vampiric touch
Finally, add the following bane to the list of banes under
your vampiric curse:
When you are reduced to 0 hp inside a home or
communal dwelling which you were not invited into,
you suffer death and can only be revived by the spell,
wish.
Noble Powers of the Childe
Starting at 2nd level, add the following abilities to your
list 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 and
subtracting 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 saving
throw, it uses its reaction to make one weapon attack or
ability check, adding the expended Hit Die to the attack
roll 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 following
benefits 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 the
start 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 a
time.

Accursed Appetite
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, the
creature 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.
Noble Powers of the Elder
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, expend
three 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 cast
as 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 ends
the charmed condition.
Noble Power of the Antediluvian
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 your
vampire 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.

The Curse of the Feral

The Curse of the Feral was bestowed upon a warlord so


cruel 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.
Savage Heart, Primal Magic
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.

Vampire Spells

Vampire Level Spells


1st
false life, speak with animals
3rd
beast sense, darkness
5th
meld with stone, vampiric touch
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 death
and can only be revived by the spell, wish.
Feral Powers of the Childe
Starting at 2nd level, add the following abilities to your
list 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 normal
form 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 die
of 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 expend
a 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.
Accursed Appetite
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.
Feral Powers of the Elder
Starting at 3rd level, add the following abilities to your
list of Bloodborne Powers;
Call to Beasts. As an action you can expend two
Hit Dice and unleash a blood curdling howl. The local
beasts rush to your aid as if you had cast conjure
animals but instead of each beast called by this ability
also 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 as
if you had cast this spell with an 8th-level spell slot. If

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 concentration
saving 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 form on 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 your
saving throw to maintain concentration on this effect.
Feral Power of the Antediluvian
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, the
effect 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. You
then 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.

The Curse of Dread

The Curse of Dread was bestowed upon a priest who


used 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.
Black Heart, Demented Magic
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.

Vampire Spells

Vampire Level Spells


1st
false life, tashas hideous laughter
3rd
darkness, invisibility
5th
fear, vampiric touch
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 the
spell, wish.
Dread Powers of the Childe
Starting at 2nd level, add the following abilities to your
list 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. Roll
the 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 only
benefit from one use of this feature at a time.
Accursed Appetite
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 a
Wisdom 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 expended
a 3-level spell slot or higher with this feature, the
creature makes each saving throw at a disadvantage.
Dread Powers of the Elder
Starting at 3rd level, add the following abilities to your
list of Bloodborne Powers;
Broken Mind Projection. You can use an action and

expend two Hit Dice to cast the spell hallucinatory


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 in
place.
Psychic Intrusion. As an action you can expend two
Hit Dice to cast detect thoughts or modify memory. If
you choose modify memory roll 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 the
result or 9th-level if the result is 10 or more.
Dread Power of the Antediluvian
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 and
bright 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 when
a 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 your
vampire 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 Rorke
Vampire by Nathanrosario
Strange Chappel At Strange Night daw12 by
Peterkmiecik

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