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##### Vampire | Level | Proficiency
Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Vampire's Thirst,
Great Lore | | 2nd | +2 | Transformation,
Rapid Onslaught | | 3rd | +2 | Archetype feature | | 4th | +2 | Ability Score improvement | | 5th | +3 | Vampire's Bite,
Rapid Strikes | | 6th | +3 | Archetype feature | | 7th | +3 | Evil Eye | | 8th | +3 | Ability Score improvement | | 9th | +4 | Armor of Undeath | | 10th | +4 | Archetype feature | | 11th | +4 | Rapid Attacks,
Great Lore improvement | | 12th | +4 | Ability Score improvement | | 13th | +5 | Magic Resistance | | 14th | +5 | Ability Score improvement | | 15th | +5 | Archetype feature | | 16th | +5 | Ability Score improvement | | 17th | +6 | Refined Attacks | | 18th | +6 | Archetype feature | | 19th | +6 | Ability Score improvement | | 20th | +6 | Blood Moon |
## Class Features As a vampire, you gain the following class features. #### Hit Points **Hit Dice:** 2d4 per vampire level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 2d4 (or 6) + your Constitution modifier per vampire level after 1st #### Proficiencies **Armor:** All armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** Two of your choice
**Saving Throws:** Constitution, Intelligence **Skills:** Choose any two \columnbreak #### Equipment - Two tools of your choice and a dungeoneer's pack - (a) scale mail or (b) chain mail - (a) a longsword, (b) a warhammer or (c) a battleaxe - (a) a hand crossbow and 10 bolts or (b) a shield ### Vampire's Thirst You have an insatiable thirst for creatures' blood. When you hit any humanoid or a creature of 1/4th CR or higher with an attack, you regain hitpoints equal to your Constitution + your Intelligence modifiers (minimum of 2). If you are in direct sunlight or have taken radiant damage since the end of your last turn, you can't regain hitpoints with Vampire's Thirst. Your nails and fangs are natural weapons. You are proficient with these finesse, magical, 1d8 piercing damage weapons. Finally, you gain the undead type and do not physically age after adulthood (or when you were turned, if later) but will starve in a month without using Vampire's Thirst. >**Variant Thirst: Sundeath** >If you wish or your DM rules to play this variant, your Vampire's Thirst works the same as above, and you take damage equal to your level if you are exposed to a sliver of sunlight. If you are fully within sunlight, you turn to dust and you die. ### Great Lore You know a great many things accumulated, forgotten by mortals. You gain proficiency in two of the following skills: Arcana, History, Investigation, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses any skill you choose with this feature. You choose another two skills at 11th level. ### Transformation Beginning at 2nd level, you learn to loose your form for a moment. Choose one of the options below to learn. At the start of your turn you can transform, and end your transformation at the start of your next turn. Your equipment and weapons change with you. **Wolf.** Your speed doubles and your Vampire's Thirst natural weapons increase to 2d4. You can keep one weapon from transforming to wield in your mouth, as if you held it with two hands. **Bats.** You gain a flying speed equal to your walking speed and don't provoke attacks of opportunity. You can sense the presence of creatures and objects within 10 feet of you, even if you can't see them. **Fog.** You gain a flying speed equal to your walking speed and don't provoke attacks of opportunity. You can move through any creature or a 1-inch or larger hole. Your hitpoints and other statistics are all the same as your original ones, except for what the transformation gives you. Once you transform, you can't do so again until you spend one minute still, which can be done during a short or long rest but not during combat. \pagebreak ### Rapid Onslaught Also at 2nd level, you can attack with a weapon as a bonus action while below half health. You can't add your ability modifier to the damage roll if the weapon has the heavy, two-handed, or special properties. >**Grid++ Variant** >With [Grid++](https://docs.google.com/document/d/16dOkw_ubE6MHZXBzYnmZU5b4AogER_hL3h9D-J_MwTM/edit) at 2nd level, you can learn one specialization feat of your choice. ### Vampiric Archetype At 3rd level, you choose a pursuit you fulfill in your immortality. Choose between the Apex Predator, the Profane Liege, or the Arcane Archivist. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 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. ### Vampire's Bite Beginning at 5th level, you can take the Vampire's Bite action. Make a melee attack with your natural weapons. On a hit you deal damage and can regain hitpoints with Vampire's Thirst as normal, and the target must make a Constitution saving throw. On a failed save it is paralyzed until the start of its next turn. The saving throw DC is 8 + your proficiency bonus + your Constitution or Intelligence modifier. Once a creature succeeds a save against this ability, they automatically succeed saves against it for 1 hour. Additionally, you are immune to the paralyzed condition and cannot be paralyzed by any means. ### Rapid Strikes Also at 5th level, you can attack twice, instead of once, when you take the Attack action while below half health on your turn. \columnbreak ### Evil Eye At 7th level, you unlock your evil eye. As bonus action, choose a target you can see to charm or frighten. The target must succeed on an Intelligence saving throw against your Vampire's Bite DC or be charmed by or frightened of you until the end of their next turn. A charmed creature cannot end their turn further away from you than when they started. You can use this ability a number of times equal to your Constitution or Intelligence modifier. You regain all expended uses when you finish a short or long rest. ### Armor of Undeath When you reach 9th level as a vampire, you gain temporary hitpoints equal to twice your level the first time you fall below half health. Piercing damage from melee attacks ignores these temporary hitpoints. You remain below half health, unless another ability heals you above half hitpoints. You can't gain these temporary hitpoints again until you finish a short or long rest. ### Rapid Attacks Starting at 11th level, you can always attack with Rapid Onslaught as a bonus action. While you are below half health when you use Rapid Onslaught, you can attack twice instead of once with your weapon. Additionally, if a creature provokes an attack of opportunity from you, you can take Vampire's Bite against it as a reaction instead. ### Magic Resistance At 13th level, you have advantage on saving throws against magic, and resistance to damage from spells. If you fall under the effects of a mind controlling spell such as *dominate person*, it only lasts until the end of your next turn at most. ### Scathing Attacks Beginning at 17th level, you can add your Intelligence modifier to the damage of your attacks. When you miss an attack, the target still takes damage equal to your Intelligence modifier. ### Blood Moon At 20th level as a vampire, you unlock the power of the blood moon. Your Vampire's Thirst hitpoints regained doubles, and doubles again under a full moon. \pagebreak ## Vampiric Archetypes ### Apex Predator You are a pure vampire, and you remember what you are. #### Marr the Prey Beginning at 3rd level as the hunt, you can cast *hunter's mark*, which marrs the target of the spell once. Each time you hit a target of this spell, its marr increases by one. As an action you can bleed a marred creature, which must make a Constitution saving throw. It loses 1d10 hitpoints for each marr taken on a failed save, or half as much on a successful one. The saving throw DC equals 8 + your proficiency bonus + your Constitution or Intelligence modifier. You can't cast *hunter's mark* again until you finish a short or long rest. As part of the bonus action for casting this spell or moving it to a new target, you can use your Rapid Onslaught as normal. #### Stalk the Prey At 6th level, you gain proficiency in the Stealth and Survival skills. Additionally, your walking speed increases by 15 feet while below half health. #### Chase the Prey Starting at 10th level, your jump distance equals your walking speed, and you can climb on vertical and upside-down surfaces. #### Strike the Prey At 15th level, every third attack you hit against a marred target becomes a critical hit. #### Marr the Titan At 18th level, your marr die increases to 1d20. Titans and creatures Huge or larger have disadvantage on their saving throw against marr hitpoint loss. \columnbreak ### Profane Liege You know the rightful place of vampires is to lead. #### Enthrall Beginning at 3rd level as the liege, you can summon undead thralls for you to command. As an action, you can target a corpse or skeletal remains and raise it as a zombie or skeleton, as appropriate. The summon acts on your turn and can immediately act. It has the proficiencies it had in life and follows your orders. Your summons gain your Rapid Onslaught feature and deanimate in 24 hours. If the summon falls to 0 hitpoints or you use this feature on a new target, the current summon dies. The same material can be used to summon again. You can summon up to two targets at 6th level, and up to three at 10th level. #### Call to the Throne At 6th level, you gain proficiency in the Performance and Intimidation skills. Additionally, if you use Vampire's Bite and are below half health, you can Call to the Throne instead. The target must make an Intelligence saving throw instead of Constitution. A creature that fails the save is charmed instead of paralyzed and follows your commands to the letter, and doesn't do anything you don't command it to do. It is charmed until the end of its next turn, instead of paralyzed to the start. #### Herald to the Throne Starting at 10th level, you have advantage on Charisma checks toward undead creatures, and it costs you 10% less gold to buy and maintain keeps, land, and other large properties. #### Greater Enthrall At 15th level as the liege, you can summon vampire spawn and revenants for you to command. When you would summon a zombie or skeleton with your Enthrall feature, you can instead summon a vampire spawn or revenant. A willing creature you use Vampire's Thirst on can become your vampire's spawn. Otherwise, your summon follows all the rules for Enthrall, except that it doesn't deanimate. #### Crown to the Living At 18th level, targets that aren't undead or constructs have disadvantage against your Vampire's Bite when you use it to Call to the Throne, and you can use Vampire's Bite with Call to the Throne regardless of your current health. \columnbreak \pagebreak ### Arcane Archivist You gather magic to enable your vampiric dominance. While grossly human, you recognize that true power lies in the old powers of arcane casting. #### Spellcasting When you reach 3rd level, you augment your martial dominance with magic abilities. ***Cantrips.*** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ***Spell Slots.*** The Sage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. ***Spells Known of 1st-Level and Higher.*** You know four 1st-level wizard spells of your choice. The Spells Known column of the Sage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for you wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
***Spellcasting Focus.*** You can use an arcane focus as a spellcasting focus for your wizard spells. ***Ritual Casting.*** You can cast a wizard spell as a ritual if that spell has the ritual tag and you know the spell. \columnbreak ##### Archivist Spellcasting | Level | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---:|:---:| | 3 | 4 | 1 | 1 | | 4 | 5 | 2 | 1 | | 5 | 5 | 2 | 1 | | 6 | 5 | 2 | 1 | | 7 | 6 | 2 | 2 | | 8 | 6 | 2 | 2 | | 9 | 6 | 2 | 2 | | 10 | 7 | 2 | 2 | | 11 | 7 | 2 | 2 | | 12 | 7 | 2 | 2 | | 13 | 8 | 2 | 3 | | 14 | 8 | 2 | 3 | | 15 | 8 | 2 | 3 | | 16 | 9 | 2 | 3 | | 17 | 9 | 2 | 3 | | 18 | 9 | 2 | 3 | | 19 | 10| 2 | 4 | | 20 | 10| 2 | 4 | #### Rapid Magic Also at 3rd level, when you would attack with Rapid Onslaught as a bonus action, you can cast a wizard spell with a casting time of 1 action instead. #### Honed Casting Beginning at 6th level, you can cast spells on a spell scroll from any spell list. Additionally, you can make one spell attack with advantage once per turn while below half health. #### Mages' Sight Starting at 10th level, you are always under the effect of a *detect magic* spell and sense the presence of magic within 60 feet. #### Bewitching Eye At 15th level, a creature that fails its saving throw against your Evil Eye has disadvantage on its next saving throw against a spell you cast. #### Intellect Devourer Beginning at 18th level, you can cast *feeblemind* once. Each target you successfully *feeblemind* that has higher Intelligence or Charisma than you, you gain +1 Intelligence or Charisma (whichever it had higher than you, or your choice if it had both scores higher). You can't increase an ability score beyond 25. Once you cast *feeblemind*, you can't do so again until you finish a long rest.