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Vampire
\pagebreak # Vampire With her staff in hand, a woman with pale skin and dark hair, eyes red as blood gleefully look that reveals sharp teeth at the mob of villagers about to assault her, with a single wave of her staff, a large fire comes forth and incinerates the mob. The shadows are silent, a figure sits by and watches his target walk down an alleyway, as the man grows closer, the shadowy figure jumps up behind and suddenly sinks his teeth into the man's neck, quickly draining him and then leaving before anyone could notice, leaving a very paled corpse behind with no signs of a struggle. Clad in armor of the darkest knight, a large blade held in two hands, the man looks to the hunter before his midst, without another word he strikes, the shadows strike to the hunter, ensnaring him and holding him in place as the moonlight signs beneath them, a pale of glowing red eyes reveal the bloodlust behind the helm, before the hunter could do anything as his head was separated from his body. #### Creatures of the Night Vampires are dark and vile creatures that use the blood of the living to sustain their undead existence, whether willingly or not, a vampire sustains their own lives through the blood of the living. They enslave the living and wish to dominate the light with their darkness...as those that follow the Light Gods would say, but that is not always the case of every vampire. Vampires are born when they are completely drained of blood and then buried under at least a foot of earth and then they emerge from the ground as fledgings, attacking the nearest living humanoid to sate their mindless bloodlust. Once the victim is drained, they awaken and return to their senses, whether the vampire feels guilt, excitement or anything is all up to the individual. #### Hidden in Plain Sight Vampires do not cast shadows and nor do they have reflections, similarly they may avoid the gaze of mortals that wish to persecute them for their undead nature. A vampire might choose the adventuring life because their old home was compromised or that they have a specific goal such as trying to undo their vampirism and become humanoid again. #### Artificial Vampires Recently, the rise in artificial vampires created by humans who desired the vampire's power and might for their own interests, whether they turned themselves or someone else into one, they are not considered a true vampire and are usually shunned by them.
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##### The Vampire | Level | Proficiency Bonus | Blood Points | Features | Blood Arts Die| Hemocrafts Known | |:---:|:---:|:---|:---:|:----:|:----:| | 1st | +2 | 1 | Blood Points, Undead Strength, Vampire Weaknesses, Vampire Training, Spider Climb | 1d6 | - | | 2nd | +2 | 1 | Hemocraft, Accerated Healing | 1d6 | 2| | 3rd | +2 | 2 | Vampiric Charm, Vampire Resistance| 1d6 | 2 | | 4th | +2 | 2 | Ability Score Improvement | 1d6 | 2 | | 5th | +3 | 3 | Vampire Training Feature | 1d8 | 3 | | 6th | +3 | 3 | Leaching Strike, Empowered Strike | 1d8 | 3 | | 7th | +3 | 4 | Shapechanger | 1d8 | 4 | | 8th | +3 | 4 | Ability Score Improvement| 1d8 | 4 | | 9th | +4 | 5 | Vampiric Mist | 1d8 | 5 | | 10th | +4| 5 | Creature of the Night | 1d8 | 5 | | 11th | +4| 6 | Vampire Training Feature | 1d10 | 5 | | 12th | +4| 6 | Ability Score Improvement| 1d10 | 5 | | 13th | +5| 7 | Vampire Spawn Creation | 1d10 | 6 | | 14th | +5| 7 | Ability Score Improvement| 1d10 | 6 | | 15th | +5| 8 | Frightening Presence | 1d10 | 7 | | 16th | +5| 8 | Ability Score Improvement| 1d10 | 7 | | 17th | +6| 9 | Vampire Training Feature | 1d12 | 7 | | 18th | +6| 9 | Vampiric Immunities | 1d12 | 8 | | 19th | +6| 10 | Ability Score Improvement| 1d12 | 8 | | 20th | +6| 10 | Master Vampire | 1d12 | 8 |
##### Creating a Vampire How did you become a vampire? Were you turned by a true Vampire or did you get turned as becoming an artificial? Why are you adventuring? What do you hope to accomplish? Do you hate your Undead nature or do you embrace it? ##### Quick Build You can make a Vampire quickly by following these suggestions. First, make Strength or Dexterity your highest score, followed by Charisma. Second choose the urchin background. ##### Multiclassing If you are using the optional rules to multiple classing in the *Player's Handbook*, here's what you need to know if you choose Vampire as one of your classes - **Ability Score Minimum.** You must have a minimum of 13 in strength or dexterity and charisma to take a level in this class or to take a level in another class if you're already a vampire. - **Vampire Turning.** You must have encountered a True Vampire that turned you or were artificially turned into a vampire. - **Proficiencies Gained.** You gain proficiency in Simple Weapons - **Spell Slots (Blood Witch)** You're considered a Full Caster if your Vampire Training is Blood Witch for the Spell Slot table in the *Player's Handbook* \pagebreakNum ## Class Features As a Vampire, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Vampire level - **Hit Points at 1st Level:** 10 + Your Constitution Modifier - **Hit Points at Higher Levels:** 1d10 (6) + your constitution modifier per Vampire level after 1st #### Proficiencies ___ - **Armor:** light - **Weapons:** Simple - **Tools:** None ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Acrobatics, Arcana, Athletics, Deception, History, Persuasion, Stealth, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* any simple weapon or *(b)* Any Martial Weapon (If proficient) - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon or *(c)* an arcane focus - *(a)* a dungeoneer’s pack or *(b)* a scholar’s pack - *(a)* leather armor or *(b)* scale mail (if proficient) - Two Daggers Alternatively, you may start with 3d4*10 gp and purchase your own equipment. ### Blood Points *1st level Vampire Feature* As a Vampire you need blood to survive, but you also need it to use your abilities, these are called Blood Points, you have a maximum of Blood equal to half your level rounded up (minimum of 1) and you can use them to fuel your various Vampire Features. You gain a Blood Point when you hit a creature that isn't an Undead or Construct that has blood with your Bite attack. Additionally a creature can willingly let you drink from them, if they are willing, you instead regain twice as many blood points. When you finish a long rest, you lose any blood points you have. Any feature that requires a saving throw or spell attack bonus uses the following spell attack and spell DC
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charimsa modifier
##### Blood Arts Die As a Vampire, you have a die called your Blood Arts Die, it is used for the damage of your various features and for the damage of your Bite and Claw attacks: - Bite (Vampire or Bat Form): Your Bite has the Finesse and deals Piercing Damage - Unarmed Strike (Vampire Form): Your Unarmed Strikes deal slashing damage and have the Finesse and Light Properties ##### Blood Arts - Vampiric Fury: As a Vampire you are able to use your Blood Arts as you fight, when you use the Attack action, you can make a Bite attack or Unarmed Strike as a bonus action. - Unholy Defense: As a bonus action, you can spend 1 blood point to take the Dodge action ### Undead Strengths *1st level Vampire Feature* A vampire has strengths that make them the monstrous creatures of the night, from their clawed hands to their unnatural way of healing - You are an Undead in place of your race’s normal creature type. - You no longer age, and are immune to disease. - You can see normally in darkness out to a distance of 120ft. - You do not require air. You do not need to eat or drink if you recover at least two blood points every 24 hours. - You count as one creature size larger for calculating the maximum weight you can push, pull, lift, and carry. - You are immune to effects that would turn or control undead creatures. - While you are not wearing armor, your AC is equal to 10 + your Constitution modifier + your Dexterity modifier. - When you start your turn with half your hit points or less (but at least 1), you regenerate a number of hit points equal to half your vampire level (rounded down). At level 11, you instead regenerate hit points whether or not you're below half your hit points (rounded down) equal to your vampire level. ### Vampire Weaknesses *1st level Vampire Feature* Your dark powers come at a price. You have the following Weaknesses as a Vampire - You have disadvantage on all ability checks, attack rolls, and saving throws, while you are standing in direct sunlight or running water (such as a river or heavy rain). - If you spend more than an hour in direct sunlight or running water (such as a river or heavy rain), you begin to take radiant damage equal to your vampire level at the start of each of your turns while you remain in the sunlight or water. - If you take radiant damage, the hit point regeneration benefit of your Undead Strengths feature is disabled until the end of your next turn. \pagebreakNum ### Spider Climb *1st level Vampire Feature* You gain a climbing speed equal to your walking speed, and may walk along vertical or upside down surfaces while keeping your hands free. ### Vampire Training At 1st level, you choose the nature of your training. Some vampires retain martial capabilities from their old lives, while others embrace the dark powers of their new natures. Your choice of Vampire Training grants you a feature at 1st level, and additional features at 5th, 11th, and 17th levels. The options of Blood Witch, Daywalker, Shadowhand, and Wraith Knight are presented at the end of this class description. ### Accelerated Healing *2nd level Vampire Feature* As a Vampire, you can accelerate your healing faster by the blood of your victims, whether willing or not. As a bonus action you can spend up to a number of Blood Points equal to your maximum that you have available to quickly heal your injuries, you gain Hit Points equal to your Constitution Modifier, plus an Blood Arts Die per number of Blood Points you had spent. Once you use this feature, you can't use it again until you finish a long rest. ### Hemocraft *2nd level Vampire Feature* As your Vampiric powers grow, so does your control over them, you gain access to Hemocrafts, abilities that vampires are able to innately use. At 2nd level, you gain one Hemocraft of your choice. Your Hemocraft options are detailed at the end of the class description. When you gain certain Vampire levels, you gain additional Hemocrafts of your choice, as shown in the Hemocrafts Known column of the Vampire table. ### Vampiric Charm *3rd level Vampire Feature* You learn to corrupt the minds of Humanoids and bend their minds to your will. You are able to cast the spell *Charm Person* without any spell slots or material components. Additionally a Humanoid charmed in this way will be willing to let you drink from them and are considered willing when regaining Blood Points. When bitten in this way, it doesn't end the charm. Once the spell ends, the creature has no memory of being charmed by you. You can use this a number of equal to your proficiency bonus, regaining expended uses after a long rest.
### Vampiric Resistance *3rd level Vampire Feature* As a Vampire, you're more resilient to the dark forces, you gain resistance to necrotic damage and to non-magical bludgeoning, piercing and slashing damage that isn't silvered. ### Ability Score Improvement *4th level Vampire Feature* 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 cannot increase an ability score above 20 with this feature. You gain this feature again at 8th, 12th, 14th, 16th, and 19th levels. ### Leaching Strike *6th level Vampire Feature* Your able to drain not only the blood but the life of your opponent, once per turn when you hit with an Unarmed Strike or Bite attack, you regain hit points equal to 1 roll of your Blood Arts Die. ### Empowered Strikes *6th level Vampire Feature* Your Unarmed Strikes and Bite are considered magical for the purposes of overcoming resistances and immunities to non-magical damage. ### Shapechanger *7th level Vampire Feature* As a Vampire, you're able to change your shape from your humanoid form to a bat form. As an action, you can change into a bat or back into your humanoid, when you change into a bat you gain the following: - You don't take damage for being in running water or under direct sunlight - You can't use your unarmed strike while you're a bat nor are you able to use weapons other then your Bite attack. - You gain a flying speed of 50ft and your walking speed becomes 10ft. - You can't speak as a bat. - You revert back as an action or when you're knocked unconscious or die. - Your equipment either falls to the ground or merges into your new form (your choice) \pagebreakNum ### Vampiric Mist *9th level Vampire Feature* When you are knocked to 0 hit points but not killed outright, you can revert to a cloud of mist as long as you weren't hit with radiant damage, in this form you're only able to attack with your bite attack, the damage becoming necrotic instead of piercing. You gain a flying (Hover) speed equal to your walking speed, you regain half your hit points and your hit point maximum is halved, you can't speak while you're in mist form. Additionally you're resistant to Bludgeoning, Piercing and Slashing damage while in this form. You can only use this feature once, regaining use after a long rest. ### Creature of the Night *10th level Vampire Feature* Your necrotic resistance becomes immunity and you gain temporary hit points equal to 2 rolls of your Blood Arts die when you transform into a bat, you lose these temporary hit points when you transform back into your humanoid form. ### Vampire Spawn Creation *13th level Vampire Feature* Beginning at level 13, creatures you drain completely become Vampire Spawns under your control, they are considered absolutely loyal to you and will listen to your command, to protect and to serve you is the purpose of the Vampire Spawn they use the Vampire Spawn statblock in the *Monster Manual*. You can only have a number of Vampire Spawn equal to half your charisma modifier (minimum of 1). Additionally a Vampire Spawn can become a True Vampire if they are given your blood, if you do this, they are no longer considered one of your Spawn and are no longer obligated to serve you, they may even become resentful towards you, the former Spawn becomes under the DM's control. ### Frightening Presence *15th level Vampire Feature* Your very presence is frightening, as an action, you can exert this presence with ease around you, each creature of your choice within 30 feet of you must make a wisdom saving throw or become frightened of you for 1 minute, they can remake the save at the end of their turn, ending the effect on a success. You can only use this a number of times equal to your proficiency bonus, regaining expended uses after a long rest. ### Vampiric Immunities *18th level Vampire Feature* Your mind and body are harder to dominate, you become immune to the charmed and frightened condition. Additionally when you start initiative and you have no blood points, you gain 1 blood point.
### Master Vampire *20th level Vampire Feature* Not even death can stop you. The regeneration from your Undead Strengths feature no longer requires that you have at least 1 hit point. Instead, your regeneration continues as normal unless you were reduced to 0 hit points by radiant damage or a critical hit, in which case your regeneration is halted until you regain at least 1 hit point.
\pagebreakNum ## Vampire Training Your Vampire training reflects the path that you chose when you had become a Vampire. Some will choose the path of blood magic while others will delve into the shadows to assassinate others, while there are those that choose to hone their combative skills, maybe you're one of the lucky ones and can walk in the sun without being harmed by it? ### Blood Witch Embracing the powers of blood magic, otherwise known as hemocraft, blood witches are vampires that augment their physical capabilities with powerful spellcasting. #### Blood Magic *1st level Blood Witch feature* You learn to tap into your vampiric essence to cast arcane spells. See chapter 10 of the PHB for the general rules of spellcasting, and the end of this document for the blood witch spell list. ##### Cantrips You learn 2 cantrips of your choice from the Blood Witch spell list, and you learn additional Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Witch Spellcasting table. ##### Spell Slots You learn 4 1st-level spells of your choice from the Blood Witch Spell list. The Spells Known column of the Blood Witch table shows when you learn more Blood Witch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Blood Witch spells you know and replace it with another spell from the Blood Witch spell list, which also must be of a level for which you have spell slots. ##### Ritual Casting You may cast any blood witch spell you know as a ritual if it has the ritual tag. ##### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Blood Witch spells. ##### Spell casting ability Charisma is your spellcasting ability for your Blood Witch spells whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Blood Witch spell you cast and when making an attack roll with one. \columnbreak
##### Blood Witch Spellcasting | Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 2 | 4 | 2 | — | — | — | — | — | — | — | — | | 2nd | 2 | 5 | 3 | — | — | — | — | — | — | — | — | | 3rd | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4th | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5th | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | 3 | 10| 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | 3 | 11| 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | 3 | 12| 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th| 4 | 13| 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th| 4 | 14| 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th| 4 | 15| 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th| 4 | 15| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th| 4 | 16| 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th| 5 | 17| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th| 5 | 18| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th| 5 | 19| 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th| 6 | 20| 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th| 6 | 21| 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th| 6 | 22| 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charimsa modifier
##### Blood Connection *5th level Blood Witch Feature* Your connection and training with blood has heightened your senses ever further, you can speak telepathically with one creature and they can speak telepathically with you as long as they're within 60 feet of you, you don't need to share a language, but they must know at least one language to understand you. You can speak telepathically when you're transformed into a bat when you gain the Shapechange ability as well. Additionally when you use Vampiric Charm, you can communicate telepathically with the victim as long as you're on the same plane of existence for the duration. At 13th level, when you gain the ability to make Vampire Spawn, you can communicate with the Vampire Spawn as long as you're on the same plane of existence. \pagebreakNum ##### Sanguine Casting *11th level Blood Witch Feature* Once per turn, when you hit a creature with a spell, you regain 1 blood point as you channel the energy of the blood magic into your very self. This effect works even if the target has no blood, but still doesn't work on other undead. ##### Transformed Casting *17th level Blood Witch Feature* You're especially skilled at casting regardless of what form you take, you're able to cast spells and use your vampire features even as a bat. ### Daywalker As a Daywalker, you're rather unique in the fact you're able to go under direct sunlight even though you're a vampire. You're strange even among your own kind and you may have become a vampire through unnatural means unlike True Vampires. Daywalkers had come into being long ago for the vampire's desires to walk under the sun without worry of turning to dust, to drink the blood of others freely without fear of the rays of light destroying. #### Under the Sun *1st level Daywalker Feature* As a Daywalker, you're not affected by the sun like other vampires are, you no longer take damage from direct sunlight as per Vampire Weaknesses. #### Enhanced Fury *1st level Daywalker Feature* When you take the attack action, you can spend 1 blood point to make 2 unarmed strikes as a bonus action, you can replace one of the Unarmed Strikes with a Bite attack, when you use the Bite attack in this way, you do not gain a Blood Point. #### Extra Attack *5th level Daywalker Feature* Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action. #### Sanguine Paralysis *5th level Daywalker Feature* Also at 5th level, Once per turn when you hit a creature with an Unarmed Strike or Bite attack, you can spend 1 blood point to cause the creature to make a Constitution saving throw against your Blood Arts Die DC or become stunned until the end of your next turn. #### Evasion *11th level Daywalker Feature* Beginning at 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Radiant Blood *11th level Daywalker Feature* Also at 11th level, your connection to the sun that makes you unique as a Daywalker empowers you further, you gain resistance to radiant damage. #### Everchanging Night *17th level Daywalker Feature* Beginning at 17th level, as a Daywalker, you're able to use light more then others of your kind, when you use your unarmed strike, you can make the damage radiant instead of its normal slashing damage. Additionally you deal extra damage equal to 1 roll of your Blood Arts Die when you attack with your Unarmed Strike or Bite attack, the damage is radiant. ### Shadowhand Shadowhands are vampires that have embraced the night, using their powers to strike hard and strike fast. #### Bonus Proficiencies *1st level Shadowhand Feature* You gain proficiencies in shortswords, rapiers, hand crossbows and heavy crossbows. #### Fleeting Night *1st level Shadowhand Feature* Your speed increases by 10ft., and you may take the Dash and Disengage actions as a bonus action on your turn. #### Stealth Drain *1st level Shadowhand Feature* When you Bite a Charmed or Sleeping creature, your bite doesn't end the charm or cause them to wake up as if attacked. #### Necrotic Blades *5th level Shadowhand Feature* Beginning at 5th level, as a bonus action you're able to spend 2 blood points to enhance your weapon or Claws, when you do, they become magical if they weren't already, additionally you deal additional necrotic damage equal to a roll of your Blood Arts die. This effect lasts for 1 minute. #### Savage Assault *11th level Shadowhand Feature* When a creature you can see hits you with a weapon or spell attack, you may use your reaction to make a weapon attack against that creature if it is within range. #### Sanguine Night *17th level Shadowhand Feature* From 17th level, you may spend 1 blood point to turn invisible while you are standing in dim light or darkness. This invisibility lasts for 1 hour, but ends if you move into direct sunlight. \pagebreakNum ### Wraith Knight Wraith Knights use martial prowess to fight, they're up at the forefront of a fight, using the Sanguine arts to fight and their near endless lives are dedicated to mastering the art of combat. Wraith Knights favor the clash of steel in a battle over subterfuge and magic. #### Bonus Proficiencies *1st level Wraith Knight Feature* You gain proficiency in Medium Armor, Heavy Armor, Shields and Martial Weapons #### Fighting Style *1st level Wraith Knight Feature* You adopt a style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. - **Defense.** While you are wearing armour, you gain a +1 bonus to your AC. - **Dueling.** While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll that die and must use the new roll. - **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Sanguine Smite *1st level Wraith Knight Feature* When you hit a creature with a melee attack, you may expend up to five blood points blood points to cause the attack to deal additional necrotic damage equal to 1d8 per blood point spent, up to a maximum of 5d8. #### Extra Attack *5th level Wraith Knight Feature* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, to four at when you reach level 17. #### Frightful Smite *11th level Wraith Knight Feature* When you hit a creature with your Sanguine Smite feature, they must make a wisdom saving throw against your Blood Arts DC or become frightened of you until the end of your next turn. Creatures frightened this way have their movement speed dropped to 0 until the end of your next turn.
#### Frightening Presence *11th level Wraith Knight Feature* Creatures do not roll with with advantage on saving throws against the Frightened condition against your Vampire features and creatures with immunity to the Frightened condition instead roll with advantage against your features as you're able to terrify even the most hardened of enemies with your presence. #### Bloody Typhoon *17th level Wraith Knight Feature* As an action, when you spend 3 blood points, you can make a number of attacks equal to your proficiency bonus as you become a force of blood and flesh around the battlefield, a true force of destructive wraith. \pagebreakNum ## Hemocraft Hemocraft is what all Vampires are capable of doing, whether it comes naturally or they have trained to use it. You can learn a Hemocraft when you meet its prerequisites if it has any. A level prerequisite refers to your level in this class. #### Bane of the Living You can cast *Bane* without expending a spell slot or using material components. You can't do so again until you finish a long rest. #### Beguiling Presence As a Vampire, you're able to enchant many mortals and even other vampires, you gain proficiency in the Persuasion and Deception skills #### Beguiling Influence *Prerequisite: 7th level* You can cast *compulsion* once without using a spell slot and without material components. Once you do so, you can't do so again until you finish a long rest. #### Blinding Radiance *Prerequisite: Daywalker, 9th level* As an action you can spend 3 Blood points to target one creature within 30 feet of you, when you do, they must make a Consitution saving throw against your Blood Arts DC or become blinded for 1 minute, they can remake the save at the end of their turn, ending the effect on a success. #### Blood Sight *Prerequisite: 7th level* You're able to sense the blood of creatures around you and their lifeform, you gain blindsight out to 30 feet. #### Blood Shield *Prerequsite: Wraith Knight, 5th level* When you are hit with an attack roll by a creature, you may use your reaction to expend 1 blood point and increase your AC by 5 until the start of your next turn, including against the triggering attack. The attacker then takes necrotic damage equal to your Charisma modifier. #### Creeping Shadows You can bend the shadows to your will. You may cast *Entangle* by spending one blood point. Casting the spell in this way does not expend a spell slot, and you conjure clawing shadowy hands and tendrils rather than plants.
#### Darkening Skies *Prerequisite: 7th level* You may spend 4 blood points to transform into a swarm of bats. While transformed in this way you retain your hit points, ability scores and AC additionally you use your Blood Arts Die instead of the damage die of the monster's attack, you regain Blood Points through the Bite attack as per normal and are able to use Hemocraft features as long as they don't require verbal components. This Transformation lasts for 1 hour, you can freely change in between the swarm of bats and your humanoid form freely during that time. #### Devil's Sight *Prerequisite: Blood Witch* You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. #### Enhanced Blood Magic *Prerequisite: Blood Witch, 12th level* As a Blood Witch, you're particularly skilled at Blood Magic, you can even enhance the Blood Magic with your own energy, you add your Charisma Modifier to the damage of your spells. #### Mask of Disguise You can cast *disguise self* at will, without expending a spell slot and without material components. #### Incite Riot *Prerequisite: 7th level* You can cast *Confusion* once without expending a spell slot or using material components. Once you do so, you can't do so again until you finish a long rest. #### Lifedrinker *Prerequisite: Wraith Knight, 12th level* When you hit a creature with a melee attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1) #### Master Shapeshifter *Prerequisite: 15th level* You can cast *alter self* at will, without expending a spell slot or needing material components. #### Master of the Living *Prerequisite: 7th level* You can cast *Charm Monster* without a spell slot or material components. Once you use this feature, you can't use it again until you finish a long rest. #### Master of the Night *Prerequisite: 9th level* As a Vampire, you are able to summon creatures to aid you in battle, as an action, you summon 2d4 bats or 2d4 wolves (your choice), they last for 1 hour or until they drop to 0 hit points. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum #### Overwhelming Presence *Prerequisite: 5th level* You may spend two blood points to cast *Suggestion* without requiring a spell slot or material components. #### Quickened Spell *Prerequisite: Blood Witch* You can use the blood of your enemies to empower your spellcasting. When you cast a spell that has a casting time of 1 action, you can spend 2 blood points to change the casting time to 1 bonus action for this casting. #### Radiant Shot *Prerequisite: Daywalker* As a Daywalker, you're able to harness light unlike others of your kin, you gain a special attack, it deals radiant damage equal to your Blood Arts Die and uses your Dexterity Modifier for attack and damage rolls. Additionally you can replace one or both of your attacks with this feature, you're able to even replace your bonus action attack with a use of it, though you cannot gain blood points except through your Bite Attack. #### Sanguine Scholar You can read all written languages. #### Sanguine Wraith *Prerequisite: 5th level* You can cast the *Bestow Curse* once without using a spell slot or material components. When you do so, you can't cast this spell in this way until you finish a long rest. #### Shadows of the Grave *Prerequisite: Shadowhand, 12th level* When you hit a creature with an attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1) #### Step Into the Shadows *Prerequisite: Shadowhand* You may spend 1 blood point to cast *Misty Step* without requiring a spell slot or verbal components. #### True Sanguine Sight *Prerequisite: 15th level* You gain 10 feet of True Sight #### Twinned Spell *Prerequisite: Blood Witch* When you cast a spell that targets only one creature and does not have a range of self, you can spend a number of blood points equal to the spell’s level (1 point if is a cantrip) to target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For instance, *Witch Bolt* is eligible for this feature, but *Scorching Ray* is not. \pagebreakNum ### Blood Witch Spell List
##### Cantrips (0 Level) - Blade Ward - Booming Blade - Chill Touch - Eldritch Blast - Fire Bolt - Friends - Frostbite - Green-Flame Blade - Infestation - Lightning Lure - Mage Hand - Magic Stone - Minor Illusion - Poison Spray - Prestidigitation - Ray of Frost - Shocking Grasp - Toll the Dead - Vicious Mockery ##### 1st Level - Absorb Elements - Armour of Agathys - Arms of Hadar - Bane - Burning Hands - Cause Fear - Chromatic Orb - Comprehend languages - Detect Magic - Disguise Self - Dissonant Whispers - False Life - Feather Fall - Find Familiar - Fog Cloud - Hellish Rebuke - Hex - Ice Knife - Inflict Wounds - Jump - Ray of Sickness - Rime's Binding Ice - Shield - Silent Image - Sleep - Thunderwave - Unseen Servant - Witch Bolt \columnbreak ##### 2nd Level - Aganazzar’s Scorcher - Blindness/Deafness - Blur - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Enhance Ability - Enlarge/Reduce - Enthrall - Hold Person - Invisibility - Knock - Levitate - Melf's Acid Arrow - Mind Spike - Phantasmal Force - Scorching Ray - See Invisibility - Shadow Blade - Spider Climb ##### 3rd Level - Animate Dead - Antagonize - Ashardalon's Stride - Blink - Call Lightning - Counterspell - Dispel Magic - Enemies Abound - Fear - Fireball - Fly - Haste - Hunger of Hadar - Hypnotic Pattern - Lightning Bolt - Major Image - Sending - Sleet Storm - Slow - Stinking Cloud - Summon Lesser Demons - Summon Undead - Tongues - Vampiric Touch \columnbreak ##### 4th Level - Arcane Eye - Banishment - Bestow Curse - Blight - Charm Monster - Compulsion - Confusion - Dimension Door - Dominate Beast - Evard's Black Tentacles - Greater Invisibility - Ice Storm - Otiluke's Resilient Sphere - Phantasmal Killer - Polymorph - Raulothim's Psychic Lance - Shadow of Moil - Sickening Radiance - Spirit of Death - Summon Greater Demon ##### 5th Level - Antilife Shell - Animate Objects - Arcane Hand - Bigby's Hand - Cloudkill - Cone of Cold - Contagion - Control Winds - Danse Macabre - Destructive Wave - Dominate Person - Far Step - Negative Energy Flood - Rary's Telepathic Bond - Scrying - Synaptic Static ##### 6th Level - Blade Barrier - Chain Lightning - Circle of Death - Contingency - Create Magen - Create Undead - Disintegrate - Globe of Invulnerability - Harm - Mass Suggestion - Soul Cage \columnbreak ##### 7th Level - Crown of Stars - Delayed Blast Fireball - Finger of Death - Forcecage - Power Word Pain - Prismatic Spray - Reverse Gravity ##### 8th Level - Abi-Dalzim’s Horrid Wilting - Antipathy/Sympathy - Clone - Control Weather - Demiplane - Dominate Monster - Earthquake - Incendiary Cloud - Maddening Darkness - Mind Blank - Telepathy - Tsunami ##### 9th Level - Astral Projection - Blade of Disaster - Foresight - Imprisonment - Mass Polymorph - Meteor Swarm - Power Word Kill - Prismatic Wall - Storm of Vengeance - Time Stop - True Polymorph - Weird - Wish
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Beware The Night
For those that walk in the dark, beware those that hunt, for your blood may become their next meal. Orginal Vampire Class used was created by [SinisterSick]( https://www.gmbinder.com/share/-NUdRi7twUQVaEX1JNoe "Vampire") and I was inspired to create my own using theirs as a reference, though i made a lot of major changes that I hope you enjoy. Two of the images, one on Page 2 and page 6 I couldn't find the original artists for, but they will be updated if I find them with the proper credits. Cover Art: [Almen](https://www.artstation.com/404)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### More Credits Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!