[5e] Kindred

by Lanth Sor

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Kindred

Hit Points


  • Hit Dice: 1d12 per 2 Kindred levels
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per kindred level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: Choose one type of artisan's tools or musical instrument
  • Saving Throws: Strength and Charisma
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion, Religion, Stealth, Sleight of Hand and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a diplomat's pack
  • two daggers

Class Features

As an kindred, you gain the following class features.

Kindred Curse

The kindred is a child of the night. Their life if one powered by the necrotic.


  • Undead: Kindred are undead. They are immune to anything that specifically targets the living. They do not need to breathe. They no longer age.
  • Darkvision: You have Darkvision.
  • Necrotic Life: You have Necrotic Resistance, and Radiant Vulnerability.
  • Class Difficulty: The kindred's class features have a saving throw DC equal to 8 + their kindreds proficiency bonus + their charisma modifier.
  • Forbiddance: The kindred can't enter a residence without an invitation from one of the occupants.
  • Stake to the Heart: If a piercing weapon made of wood is driven into the kindred's heart while the kindred is incapacitated in its resting place, the kindred is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity: The kindred takes 1 level of exhaustion when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Heavy clothing can protect against this such a as a cloak or parasol. This death results in you being reduced to a pile of fine gray dust. You can be restored to life only by means of a true resurrection (returns you to life losing all class levels) or a wish spell.

  • The Thirst: You do not gain sustenance from normal food and drink, but may consume it. You do how ever require the consumption of blood form a living creature. Any long rest where no hit die were gained the week prior the kindred takes 1 level of exhaustion.
The Kindred
Level Proficiency Bonus Features Vampiric Powers
1st +2 Kindred Curse, Decptive Power, Unarmored Defense, Vampiric Consumption 1
2nd +2- Kindred Bloodline, Virile Soul 1
3rd +2- Feral Assault 2
4th +2- Ability Score Improvement 2
5th +3 Unfettered Predation 3
6th +3 Shapechange(Bat Form) 4
7th +3 Bloodline Power 5
8th +3 Ability Score Improvement, Spider Climb 5
9th +4 Domineering Gaze 6
10th +4 Noble Kindred, Shapechange(Mist Form) 6
11th +4 Bloodline Power 7
12th +4 Ability Score Improvement 8
13th +5 - 10
14th +5 Bloodline Power 11
15th +5 Shapechange(Bat Swarm Form) 12
16th +5 Ability Score Improvement 12
17th +6 Bloodline Power 13
18th +6 Royal Kindred 13
19th +6 Ability Score Improvement 13
20th +6 Bloodline Power 14

Deceptive Power

The kindred may add their charisma modifier to melee damage in addition to any other damage bonus. Additionally kindreds can chose to deal piercing or slashing damage when making unarmed strikes. Unarmed strikes that do not deal bludgeon damage are made with their nails or teeth.

Unarmored Defense

While the kindred is wearing no armor and no shield, their AC is 10 + their dexterity modifier + their charisma modifier. If the kindred has any other method of determining AC they use whichever method is most favorable.

Vampiric Consumption

Starting at the 1st level the kindred gains the ability to steal hit die form its enemies. If the kindred deals damage with an unarmed attack, as a reaction, they may deal an extra 1d10 damage and the target loses 1 hit die. The kindred gains 1 hit die. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

After a short rest, an ally may choose to lose a number of hit die to grant you twice that amount of healing. If you have more hit die after a short rest then your normal amount you lose all extra hit die and heal twice that amount.

Kindred Bloodline

At 2nd level, the kindred chooses to what bloodline they were infected with, such as Nosferatu. Their choice grants them features at 2nd level and again at 6th, 10th, and 14th level.

Virile Soul

At the 2nd level, The kindred regains class level hit points at the start of its turn if it is bloodied, has at least 1 hit point and isn't in sunlight or running water. If the kindred takes radiant damage or damage from holy water, this class feature doesn't function at the start of the kindred's next turn.

The kindred takes 1 level of exhaustion if it ends its turn in running water. This death results in you being reduced to a pool of red liquid. You can be restored to life only by means of a true resurrection (returns you to life losing all class levels) or a wish spell.

Savage Lash

Starting at the 3rd level, the kindred may expend a hit die to make an unarmed attack dealing 2d12 bludgeon or slashing damage instead of 1. An additional hit die can be expended to attack a second creature, or deal an additional 1d12 damage.

Ability Score Improvement

When the kindred reaches 4th level, and again at 8th, 12th, 16th, and 19th level, they can increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Unfettered Predation

At the 5th level, a kindred may enter a state of primal fury. In this state the kindred deals an additional 2 damage with melee attacks, and gains damage resistance against all nonmagical attacks.

If the kindred is able to cast spells, they can't cast them or concentrate on them while in this state. The state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your sate on your turn as a bonus action. You may only enter unfettered predation twice per long rest.

Shapechange

Starting at the 6th level, if the kindred isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or back into its true form. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

At the 10th level they gain the ability to polymorph into a Medium cloud of mist in addition to their other forms. At the 15th level the kindred can polymorph into a Large swarm of tiny bats.

Bat Form

While in bat form, the kindred can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. It reverts to its true form if it dies.

Mist Form

While in mist form, the kindred can't take any actions, speak, or manipulate objects. It 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 it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. It reverts to its true form if it dies.

Bat Swarm Form

While in bat swarm form, the kindred has the same rules as bat from, with the following changes. The kindred may make an attack against anyone in the cloud when spending an action to attack. It has advantage on Strength, Dexterity, and Constitution saving throws, and it has resistance to all nonmagical damage, except the damage it takes from sunlight. It reverts to its true form if it dies.

Spider Climb

With a bizarre normality the kindred strides up walls as if they were the floor.

Begining at the 8th level, the kindred can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Domineering Gaze

Beginning at the 9th level, the kindred may cast dominate person once per long rest. If they end their turn adjacent to the dominated target, they can make a speical attack. Instead of dealing damage this attack grants a number of hit die equal to half the targets current hit die. The target loses an equal amount of hit die, and takes damage equal to the lost hit die (roll or use the average; GM's discretion). Making the attack instantly ends the domination.

Noble Kindred

Starting at the 10th level, the kindred may choose to deal necrotic damage with its unarmed strikes. When a kindred deal damage with unarmed strike or a kindred class feature to a living creature, divide the damage dealt by the targets hit die's maximum value, the kindred gains that many hit die, round down.

Royal Kindred

Beginning at the 18th level the kindred is considered royalty among its kind. The Kindred no longer requires sustenance of food, water, or blood. Additionally they may enter a state of hibernation until a predetermined condition or time. After which the kindred royal awakens over the course of 1 minute. During the hibernation the kindred has the appearance of cut marble. The kindred may target other kindreds as if they were humanoids and living.


TERMS

Bloodied: Any creature with 1/2 their maximum life is bloodied.

Minion: The creature one 1 HP. On successful save vs damage negate the damage instead of half it.

Vampiric Powers

Unless otherwise stated vampiric powers take no action to activate. If a vampiric power has a number of uses, it may be taken multiple times increasing the number of times it can be used by the same amount. Unless specified otherwise only one vampiric power can trigger because of particular event.

Bloodbond

Prerequisite: 10th level

The kindred slowly digs its teeth into its wrist. Blood dripping it squeezes the blood into the corpses mouth. After a moment the corpse lunges forward gasping to life.

By expending 3 hit die and gaining 2 levels of exhaustion, the kindred may revive someone that died in the last minute. After 2 rounds the creature revives at half its maximum hit points, and may trade any number of levels for vampire levels.

Bloodwolf Form

Prerequisite: 6th level

The kindred discorporates reforming into a wolf made of shadow and blood wisps.

The kindred gains the ability to polymorph into a Medium bloodwolf, as a bonus action. Bloodwolf form lasts 1 round, and can be extended to 1 hour, by expending 1 hit die. While in bloodwolf form, the kindred has the following traits.

  • It loses the ability to attack.
  • It's walking speed is 50ft.
  • It has darkvision.
  • It ignores difficult terrain.
  • It gains advantage on athletics, perception, and stealth checks.
  • Leaving Blood wolf form is a free action.

Bloodwolf Alpha Form

Prerequisite: 20th level, Bloodwolf Form

The kindred discorporates to the sound of a hundred questing wolves. Then reforming into a large wolf made of shadow and blood wisps. The primal howls echo in the distance until the kindred returns to their base form.

The kindred gains the ability to polymorph into a Large bloodwolf alpha, as an action, by expending 4 hit die. Bloodwolf alpha form lasts 1 hour. While in bloodwolf alpha form, the kindred has the following traits.

  • It has a bite that deals 7d6 damage.
  • It's walking speed is 50ft.
  • It's flying speed is 50ft.
  • It gains a 10ft reach
  • Large Size
  • It has darkvision.
  • It ignores difficult terrain.
  • It increases its AC by 2.
  • Damage Resistances: acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: necrotic
  • Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • It gains advantage on athletics, perception, and stealth checks.
  • It has proficiency with athletics, perception, and stealth.

Crimson Wings

Prerequisite: 11th level

The kindred may take the shape of a Small winged creature of the night; While in crimson wings form the kindred has the following triats. The kindred gains the ability to polymorph into a Small winged creature, as a bonus action. The form taken is determined upon choosing this vampiric power, example appearances: Raven, Owl, Dire Bat, etc. Crimson Wings lasts 1 round, and can be extended to 1 hour, by expending 1 hit die. While in crimson wings, the kindred has the following traits.

  • It's walking speed is 10ft.
  • It's flying speed is 60ft.
  • It gains +2 to AC.
  • It gains advantage on all saves.

Eye of the Master

Prerequisite: 15th level

When using domineering gaze you may instead choose to cast Dominate Monster. Gain an additional use of Domineering Gaze.

Feral Domination

Prerequisite: 9th level

When using domineering gaze you may instead choose to cast Dominate Beast. Gain an additional use of Domineering Gaze.

Gloom Walk

The kindred glides into one shadow and out another. The kindred teleports their move speed as a bonus action.

Hellfire Blast

Prerequisite: 7th level

The kindred gains the ability to cast fire ball once per long rest. This fire ball is always cast at spell level equal to 1/2 class level (max 9). Unlike normal fireball half the damage is fire the other is primal evil. Good creatures take 50% more damage from this spell, and evil creatures take 50% less damage.

Imperfect Kindred Spawn

Prerequisite: 5th level

The when a creature dies from an attack that grants the kindred hit die, the kindred may reanimate them as a kindred spawn. Kindred Spawn last 1 round per 4 kindred levels, round up. A kindred spawn has all the traits they had in life, but have disadvantage on their rolls. Additionally they gain the Kindred Curse Class feature. The kindred can control their spawn as a bonus action. The spawn have no free will and act as if under the effect of dominate monster.

Invigorating Consumption

Whenever the kindred expends a hit die to power one of their class features they gain temporary hit points equal to one half their level until their next short rest.

Life Blood

The kindred's blood surges as you reap your way through your enemies.

When you kill or bloody an enemy, you may gain one of the following benefits. You may only use this once per short rest.

  • Move up to your full move speed with out provoking attacks of opportunity.
  • Gain temporary HP equal to 5 + 1/2 your level
  • Gain advantage to attack rolls until the end of your next turn.

Nightwalker Form

Prerequisite: 20th level

The kindred gain the abilty to polymorph into a Huge nightwalker once per long rest. While in nightwalker form, the kindred has the following traits.

  • Its walking speed is 40ft
  • It has a flying speed of 40 feet.
  • It gains a 15ft reach
  • Huge Size
  • Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Enervating Strike: Gain a melee attack that deals 5d8 necrotic damage. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
  • Finger of Doom: The kindred expends 3 hit die and points at one creature it can see within 300 feet of it. The target must succeed on a Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the kindred's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the kindred's Finger of Doom for the next 24 hours.
  • Annihilating Aura: Any creature that starts its turn within 30 feet of the kindred must succeed on a Constitution saving throw or take 4d6 necrotic damage and grant the kindred advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.
  • Life Eater: A creature reduced to 0 hit points from damage dealt by the kindred dies and can't be revived by any means short of a wish spell.
  • Blind Apocalypse: The kindred no longer identifies anyone as allies. To leave this form the kindred must make a wisdom save, with disadvantage, against their kindred DC. If they fail this save on a natural 1 they cannot make the save again for 24 hours. If they failed the save with a natural 1 they also consider all living things as enemies and attack on sight.

Rend of the Crimson Sky

The kindred gains the ability to cast the cantrip shocking grasp using kindred level to determine caster level. The lightning produced has a sickly black and red tone. The kindred may use shocking grasp at range but the damage die is reduced by 1 step per 30ft from the target the kindred is. Touch = d8, 5-30ft = d6, 31-60ft d4, 61-90 d2, 91-120ft 1 damage per die.

Sanguine Lord Predation

Prerequisite: 20th level, Life Blood

The kindred's blood surges as you reap your way through your enemies.

When the kindred activates Life Blood, instead of its normal effect, they may expend 1 hit die gain the following benefits for 1 minute.

  • Its walking speed increases by 10ft.
  • Its unarmed strikes applies a bleeding condition, this condition deals 2d6 damage at the start of the creatures turn.
  • It has darkvision
  • It has advantage against anyone taking damage due to bleeding.
  • It gains 15 temporary hit points on any round it starts its turn adjacent to a creature with the bleeding condition.

Strength of Blood

The kindred may gain advantage on your next athletics, strength, or Constitution check made before the end of your next turn. Additionally you may expend a hit die to add 5 to the total. This may be used once between each rest.

Taste for Blood

The kindred feel invigorated from your attacks.

When you hit with a melee attack, you may gain temporary HP equal to your proficiency bonus + your charisma modifier

Umbral Escape

Prerequisite: 11th level, Mist form

Upon taking damage that would be fatal, the kindred may as a reaction change to mist form and instantly take a move action. The vampire must make a deception check with +5, but

Unnatural Vitality

The kindred savagely consume life blood of an enemy.

When you kill a living enemy with a melee attack, the kindred may gain +2 to death saving throws, any effect dealing damage over time. Additionally they do not require food or drink. This lasts until the end of their next long rest. This may be used once per long rest.

Uplift Kindred Spawn

Prerequisite: 11th level, Imperfect Kindred Spawn.

The kindred may expend 1 hit die per 2 levels of a kindred spawn to make it permanent as a 1 round action. The kindred spawn no longer has a limited duration, but must trade one existing level for 1 level in the kindred class. They also are treated as charmed not dominated. However if they disobey the kindred they instantly gain one level of exhaustion. Each hour they take another level of exhaustion until they cede to the kindreds command.

The kindred may release the spawn from their control by feeding the spawn the kindred's blood, consuming all current hit die. This is a 1 minute process that ends in the spawn losing disadvantage on rolls, gaining the ability to trade any class levels for kindred levels, and the spawn no longer takes levels of exhaustion for disobeying the kindred.

Wrath of the Master

The kindred's attacks hit with a resounding blow.

When the kindred hits with a melee attack, they may move the target they hit 5ft in any direction.

Bloodlines

Ausgrei

Ausgrei are known of their superior physical prowess. These primal warriors challenge each other to bouts of combat and tests of strength. They also find kinship with predatory animals, and some hold say of regions through the beasts they command.

Might

Upon choosing Ausgrei the kindred gains the following traits:

  • +2 damage on attacks.
  • Advantage on strength checks

Predator

Beginning at the 7th level the kindred gains the following:

  • Proficiency in nature if they did not already have it.
  • Advantage on nature checks to calm an animal.
  • Advantage on nature checks to track.

Strong Blood

Upon reaching the 11th level the kindred no longer take levels of exhaustion in sunlight, instead you gain disadvantage to all rolls when not properly covered.

Savage Stride

At the 14th level, after the kindred reduces an enemy to bloodied or 0 hit points, the kindred can expend 1 hit die to immediately escape binds and surprise its enemies. Any effect that slows, restricts, or immobilizes instantly ends, this cannot overcome kindred curse. The kindred moves its speed without provoking attacks of opportunity. They gain advantage against any enemy they end their movement adjacent to, until the end of their next turn.

Blood Moon Hunt

Starting at the 17th level, the kindred may expend 6 Hit Die to invoke the blood moon as a 2 round action. All with in 3 miles of the kindred see the moon shift a red color, or the sun eclipse casting the area in red. This is centered on the kindred at the time of activating this ability. While in the red light the kindred gains the following benefits.

  • It can sense any living creature in the red light, knowing their exact location, this does not count as having sight.
  • All of its speeds are 300ft.
  • It gains advantage on attacks.
  • Its unarmed strike damage increases from 1 to 3d6.
  • Its unarmed strikes steal 1 hit die.

Lord of Might

Upon reaching the 20th level, the kindred always make unarmed attacks with advantage. They cannot lose advantage with unarmed attacks. +4 strength, their maximum is now 24 with strength.

Cruorki

Cruorki are known as healers. They are both known for their malicious streak and being kind caring. They have produced some of the most horrifying vampires as well as the kindest ones.

Healer

Upon choosing Cruorki the kindred gains the following traits:

  • Proficiency in medicine if they did not already have it.
  • When attempting stabilize someone you have advantage.
  • During a short rest you may make a medicine check DC 10. On success any ally that spends Hit Die to heal, heals a minimum of half the die's maximum value, the die is still rolled.

Doctor

Beginning at the 7th level the kindred gains the following:

  • Proficiency in Insight if they did not already have it.
  • Advantage on Insight checks when figuring out if someone omitted information.
  • When making a medicine check as part of a short rest you may gain 1 hit die per 2 hit die your allies used.

Pure of Blood

Upon reaching the 11th level the kindred no longer take levels of exhaustion in sunlight, instead you gain disadvantage to all rolls when not properly covered.

Blood of My Blood

Starting at the 17th level, the kindred gains the ability to enter bond with another. Entering the bond requires they spend 7 consecutive long rests in contact with each other. At the conclusion the kindred no longer is affected by Sunlight Hypersensitivity, Forbiddance, or Running Water, and no longer require sustenance. You no longer need to establish a sanguine link, you and your other are permanently linked, and concentration is only required to add targets. This bond also allows you to activate any of your class features treating the other as yourself.

Doctor's Wisdom

Upon reaching the 20th level, the kindred always make medicine checks with advantage. They cannot lose advantage with medicine checks. +4 Wisdom, their maximum is now 24 with Wisdom.

Nosfursi

Nosfursi are one of the eldest bloodlines. Their age is not one of masquerade but one of shadow. Lost to ages carving a bloody path through the shadow

Assassins

Upon choosing Nosfursi the kindred gains the following traits:

  • Proficiency in stealth if they did not already have it.
  • +2 damage on attacks you have advantage on. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

World Shadows

Beginning at the 7th level the kindred gains the following:

  • Proficiency in Arcana if they did not already have it.
  • Advantage on stealth checks when you move 10ft or less on that turn, or if you are not in combat.

Lost in the Shadows

Upon reaching the 11th level the kindred gains immunity to necrotic damage. For every 12 point of necrotic damage you deal you gain 1 hit die.

Claim in Darkness

At the 14th level, when making an attack against a target that is unaware of you may expend 3 hit die. If you do roll 1d12 per kindred level, if the result would be enough necrotic damage to kill them then it does. If it would not then not damage is dealt. If killed this way the body disappears into the Shadowfel. You always know the location of such bodies.

You may spend 2 Hit Die to cast plane shift and travel to or from the Shadowfel. If in the Shadowfel returning to your home plane has no cost.

Absolute Void

Starting at the 17th level, the kindred gains the ability to expend 4 hit die to enter an aura. Anyone in with in 30 feet of the kindred is affected by the aura. Anyone in the aura takes 2d12 + charisma modifier necrotic damage. There is no light in the aura and anything short of True Seeing spell cannot grant sight in the area. This requires concentration. This ability lasts the kindred's proficiency bonus rounds.

Assassin's Alacrity

Upon reaching the 20th level, the kindred always make stealth checks with advantage. They cannot lose advantage with stealth checks. +4 Dexterity, their maximum is now 24 with charisma.

Velkyr

Velkyr are an ancient bloodline that has escaped notice for much of time due to their talent for blending in. Among kindred hunters they are considered one of the most dangerous for this very reason. Velkyr often entrench themselves in high society, favoring finery, and indulgence.

Beguiling

Upon choosing Velkyr the kindred gains the following traits:

  • Proficiency in deception if they did not already have it.
  • When making checks to pass as specific person of your same race you have advantage.
  • +2 damage on attacks you have advantage on.

Shadowed Fiend

Beginning at the 7th level the kindred gains the following:

  • Proficiency in stealth if they did not already have it.
  • Advantage on stealth checks when you move 10ft or less on that turn, or if you are not in combat.

Trick the Sun

Upon reaching the 11th level the kindred no longer take levels of exhaustion in sunlight, instead you gain disadvantage to all rolls when not properly covered.

Presence of Grandeur

At the 14th level, the kindred can expend 2 hit die to exude aura of command. Anyone with in 15 feet of the kindred cannot make attacks of opportunity unless the kindred allows it. Whenever an enemy ends its turn in the aura, the kindred may as a no action move that enemy 10ft with in the aura. This requires concentration. This ability lasts the kindred's proficiency bonus rounds.

Glorious Predation

Starting at the 17th level, the kindred gains the ability to expend 4 hit die to enter an aura. Anyone in with in 10 feet of the kindred is affected by the aura. If anyone willingly tries to leave the aura the kindred can choose to allow the movement, deal 2d10 psychic damage, or force them prone, charisma save negates the effect. This requires concentration. This ability lasts the kindred's proficiency bonus rounds.

Monarch's Splendor

Upon reaching the 20th level, the kindred always make deception checks with advantage. They cannot lose advantage with deception checks. +4 Charisma, their maximum is now 24 with charisma.

 

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