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Page 1: Vampire Player Characters

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Vampire

Player Characters

For use with the 5th Edition  

of the world’s greatest roleplaying game  

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Vampire Player Characters v1.0 

© 2015 William J. Scott III  Some rights reserved. This work may be used under the terms of the Creative Commons Attribution-

Noncommercial-Share Alike 3.0 License. http://creativecommons.org/licenses/by-nc-sa/3.0/ 

Image Credits and Licenses 

Cover. https://en.wikipedia.org/wiki/Paradise_Lost#/media/

File:GustaveDoreParadiseLostSatanProfile.jpg 

Public domain. Lucifer by Gustav Doré, 1866. Illustration in Paradise Lost by John Milton. Page 1. http://www.fromoldbooks.org/Butsch-RenaissanceOrnament/pages/062-hans-holbein-1523-

death-letter-v/ 

Public domain. 62v.—Initial capital letter “U” from Dance of Death Alphabet. Hans Holbein, 1523 

Page 2. https://commons.wikimedia.org/wiki/File:Natural_History,_Birds_-_Raven.jpg 

Public domain. Image from Natural History, Birds. 1849 

Page 3. https://commons.wikimedia.org/wiki/File:Carmilla.jpg 

Public domain. Illustration in Carmilla , Joseph Sheridan Le Fanu's vampire story. 1872 

Page 5. https://en.wikipedia.org/wiki/File:%22Le_Vampire%22.jpg 

Public domain. “The Vampire”, lithograph by R. de Moraine (1864). From: Féval, Paul-Henri-Corentin.(1864) "Les Tribunaux Secrets." Paris: Boulanger et LeGrand. Vol. 2, p. 112. 

Page 6. https://en.wikipedia.org/wiki/File:Loup-garou.jpg Public domain. A historical engraving (18th century?) depicting a werewolf attack. 

Page 7. http://mizusasori.deviantart.com/art/Secret-114096758 

Creative Commons Attribution-Share Alike 3.0 License: http://creativecommons.org/licenses/by-sa/3.0/ Secret by MizuSasori (Linda S.) 

Page 8. https://www.flickr.com/photos/falcon1961/3900276763 

Creative Commons Attribution 2.0 Generic License: https://creativecommons.org/licenses/by/2.0/Carriage and Driver by falcon1961 (Matthew) 

Page 9. https://commons.wikimedia.org/wiki/File:Vlad_Tepes_-_Blatt_3.jpg 

Public domain. Woodcut from the title page of a 1499 pamphlet published by Markus Ayrer inNuremberg. 

Page 10. https://pixabay.com/en/bat-flying-wings-halloween-fear-47821/ 

CC0 Public Domain: https://creativecommons.org/publicdomain/zero/1.0/deed.en byClkerFreeVectorImages 

Page 11. https://commons.wikimedia.org/wiki/File:Crotona_Pentagram_ring.png 

Public domain. From the book IMAGINI DEGLI DEI ANTICHI  by V. Catari, published in 1647 

Page 13. https://commons.wikimedia.org/wiki/File:Rattlesnake_Mivart.png 

Public domain. Illustration from On The Genesis of Species by St. George Mivart, F.R.S. (1827-1900) Page 14. https://commons.wikimedia.org/wiki/File:Entrance_to_Ragland_Castle_(3375449).jpg 

Public domain. Entrance to Ragland Castle by Haghe, Louis. 1850 

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AMPIRES ARE AMONG THE most enduringly popularmonsters of folklore andmythology. From the age-old tales of the peasantry tothe smash hits of Bram

Stoker, Anne Rice, andStephanie Meyers,

vampires have captured the imagination ascreatures of both revulsion and desire. Numerousvideo games, books, movies, and TV showsfeature vampire protagonists, and so many peoplewant to role-play as vampires that there are entireRPG lines devoted to the subject. 

This document presents rules for playingvampire characters in 5th Edition. Beware! Vampire characters are more complicated than

ordinary PHB classes and races. Vampires areextremely powerful, but come with a host ofequally troublesome weaknesses andvulnerabilities. Usually when a person wishes toplay a vampire it’s because they want this level ofcomplexity—they want to struggle againstsupernatural flaws and exhibit weird powers. Butthe DM needs to make sure that these drawbacksdon’t interfere with the fun had by the otherplayers. 

HOW TO USE THESE R ULES 

Mechanically, “vampire” is a class like any other.But rather than representing special training oryears of practice, the vampire class represents thepowers you get from the vampire’s bite. 

1st-level Characters. To create a new vampirecharacter, choose a race and background as usual,and then take your 1st level in the vampire class.  

 Higher-level Characters. An existingcharacter with class levels could become avampire. The exact process is up to the DM, but

here are several options. 

• Anyone bitten multiple times by a truevampire might start to show signs ofvampirism, and may take their next level inthe vampire class. If they take their next levelin some other class, it means they shook offthe effects and remain mortal. In-game, thecharacter may have a craving for blood; thosethat give in become vampires. 

• A character slain by a true vampire might riseas a vampire at the next sundown. Thecharacter gains one level in the vampire class.However, the character doesn’t gain anyadditional XP—they will be below therequired XP for their level, so it will take them

even longer to reach the next level. 

• It is rumored that dark rituals to Orcus cantransform someone—even an unwillingvictim—into a true vampire. A villain coulduse this against a PC, or a particularly darkPC could embrace the path of vampirismwillingly. The details are up to the DM. 

In any event, the DM should make sure thatthe player wants their character to become avampire. Vampire is a class, and players should

 be allowed to choose what class their characteradvances as. Former Vampires. A more complicated

scenario is how to handle the death of a vampirecharacter. A slain vampire PC can be restored tolife by resurrection or true resurrection , but thisrestores the character to life, not undeath. 

It’s best to let the PC decide whether theircharacter should remain a living creature(replacing their vampire class levels with levels insome other class), or suffer a “relapse.” Maybe thethirst for blood persists, and a character who

drinks blood becomes a vampire once again… 

OPTION: V  AMPIRE MULTICLASSING 

A vampire who wishes to take levels in otherclasses follows these rules. 

MULTICLASS V  AMPIRES 

 Ability Score Prerequisites. Dex 13 and Cha 13. Atthe DM’s discretion, these prerequisites may be waived for an existing PC with non-

vampire levels who becomes a vampireduring game play. 

Proficiencies Gained. All simple weapons, lightarmor, one skill from the vampire skill list 

Spellcasting. If you select the Unholy Master bloodline, count 1/2 of your vampire levels asspellcaster levels for the multiclassspellcasting table. 

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 V  AMPIRE CHARACTERS 

In a darkened alley, a mysterious black-cladstranger swoops down upon a group of thugs,dispatching them with swift and bloodyefficiency. 

An elven warrior patrols her ancienthomeland by night, mercilessly slaying intruders,leaving their bodies mangled beyond recognition. 

They say the recluse who lives in the oldtower is some kind of mage—certainly, he hascreepy magical abilities. He’ll help those inneed… for a price. 

Vampire have ever been popular monsters because of their humanity. As formerly-livingpeople, who now indulge in their darkest desires,vampires serve as a sort of mirror image of

ourselves, behaving in ways that horrify us andtempt us at the same time. Yet this has also madethem sympathetic anti-heroes, combiningsupernatural powers, a virtuous struggle againsttemptation, and license to let loose in ways wedon’t permit ourselves. The scariest thing aboutvampires isn’t that they might kill you, or thatthey might turn you into one; it’s the knowledgethat some part of you wants to become like them. 

Vampires in 5th Edition are legendarymonsters, but with the right sort of role-playing,they can be heroes as well. 

LIVING DEAD 

Vampires are not alive—they are undead, assurely as any zombie or ghost. But of all theundead, vampires have the most lifelikeappearance, even passing for living humanoids inmost circumstances. They exist in a sort of half-state, embracing both the cold sleep of the graveand the rich warmth of living blood. Vampireslust after life, “living” it to the fullest. 

IRRESISTIBLE CHARMS 

Vampires have an unnatural allure, an animalmagnetism that draws people to them. Beyondthe vampire’s charming gaze, their whole being issuffused with a power and a mystery and apotential that compels lesser minds. 

D ARK  HEROES 

Bound to the night, suffused with shadow, andunder the sway of evil urges, vampires seemunlikely heroes. Yet some withstand the dark

temptations of their curse, a supreme act of self-control. These rare vampire heroes—seen asmonsters by those they seek to protect—focustheir unnatural powers and appetites on the fightagainst evil. 

CREATING  A  V  AMPIRE CHARACTER  

No one is born a vampire. Who was yourcharacter before they were bitten? How old wereyou—and how many years (or decades, orcenturies) ago was it? 

Some are bitten by a vampire and left fordead, never really knowing the creature that siredthem. Others begin their undeath as vampire-spawn, servants of a master vampire, who maytreat them as minions, students, playthings, orfood supplies. Decide what sort of vampiregranted you the gift of eternal life, and how you broke free of this creature’s influence. 

Finally, how do you feel about your newexistence? Most vampires are unrepentantly evil,reveling in their newfound power and caring only

to satisfy their thirst for blood. But those who become adventures often struggle against theirdark nature, striving to use their supernaturalabilities for good, rather than evil. Some mayfollow a higher calling, while others seek a way toremove the curse and return to life.  

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QUICK  BUILD 

You can make a vampire quickly by followingthese suggestions. First, Dexterity should be your

highest ability score, followed by Charisma, andthen Constitution. Select the half-elf race,applying your ability score bonuses to Dexterityand Constitution, and select the Acrobatics andPerception skills. Select the Noble background.Take your first level in the vampire class, selectingthe Deception, Intimidation, and Stealth skills. 

CLASS FEATURES 

As a vampire, you gain the following class

features. 

HIT POINTS 

Hit Dice: 1d8 per vampire level Hit Points at 1st Level: 8 + your Constitution

modifier 

Hit Points at Higher Levels: 1d8 (or 5) + yourConstitution modifier per level after 1st 

PROFICIENCIES 

Armor: Light armor 

Weapons: All simple weapons, longswords,

rapiers, scimitars, shortswords 

Tools: Vehicles (land) 

Saving Throws: Dexterity, Charisma 

Skills: Choose three from Acrobatics, Arcana,Athletics, Deception, History, Insight,Intimidation, Perception, Persuasion,Religion, Stealth 

EQUIPMENT 

You start with the following equipment, in

addition to the equipment granted by your background: 

• (a) a rapier or (b) a longsword 

• (a) a light crossbow and 20 bolts or (b) anysimple weapon 

• Leather armor and a dagger 

• A coffin on a wagon, pulled by an anemic-looking mule 

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BLOOD DRAIN 

As a melee weapon attack, you can use yourunarmed strike to bite a creature you aregrappling or when you have advantage on yourattack roll against the creature. The bite dealspiercing damage. 

Once per turn, when you bite a living creaturewith a circulatory system, you may drink its blood, dealing an additional 2d6 necrotic damage.This damage increases as shown on the Vampiretable. You may drink less blood than the

maximum if you wish, to a minimum of 1d6necrotic damage. 

For 24 hours, the victim’s maximum hitpoints are reduced by the amount of necroticdamage it took from the attack. If the creature’s

maximum hit points are reduced to 0, it dies. Ahumanoid killed in this way will return to life as avampire at sundown unless you destroy thecorpse or decapitate it.  

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D ARKVISION 

You gain darkvision to a range of 60 feet, or if youalready have darkvision, its range increases by 60feet. 

LIVING DEAD 

You are no longer a living creature. Undead Type. Your type changes to undead,

which may render you immune or susceptible tocertain effects. When an ally uses a spell or specialability that specifically affects undead, such asTurn Undead, they may choose to exclude youfrom the effect. 

When you drink fresh blood, you becomeflush with life and energy. For 24 hours you areaffected by spells and effects as though you werea humanoid instead of an undead, so you can beaffected by spells like cure wounds or hold person.Effects that specifically target undead can stillaffect you, though. 

Blood Sustenance. You don’t need to eat ordrink, except for drinking blood. Using your blood drain ability to deal at least 1 point ofnecrotic damage counts as drinking fresh blood.You can also drain blood from a willing or captivecreature by making an incision and collecting the

 blood in a cup or similar receptacle. This deals1d4 slashing damage to the subject and reducestheir maximum hit points by the amount ofdamage taken for 24 hours. If the creature’smaximum hit points are reduced to 0, it dies.  

If you go for longer than 24 hours withoutdrinking fresh blood, your appearance changes,and you become clearly monstrous—gaunt, feral,with prominent fangs and bestial eyes. While inthis state, you can’t take a long rest. If you drop to0 hit points while in such a state and you don’tdie, you fall unconscious and can only be revived

if someone pours fresh blood in your mouth. 

Resistances and Immunities. You are resistantto necrotic damage. You are immune to disease,except magical diseases and diseases that canaffect undead. 

Breathless. Vampires don’t need to breathe,although they may if they wish (to activate breath-related abilities, for example). 

 V  AMPIRE WEAKNESSES 

Like many powerful creatures of folklore,vampires have serious weaknesses. 

Radiant Damage. You are vulnerable to

radiant damage. 

Sunlight Hypersensitivity. While in directsunlight, you have disadvantage on attack rollsand ability checks. You can’t use any vampireclass abilities that require an action, bonus action,or reaction, including casting spells. If you endyour turn in direct sunlight, you take 1d4 radiantdamage. 

Dark, concealing clothing can protect youfrom these effects. An adjacent creature can pullaway such clothing by using an action andsucceeding on a contest of its Dexterity (Sleight of

Hand) versus your Strength (Athletics) orDexterity (Acrobatics). 

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  Stake Through the Heart. If you are impaledin the heart with a wooden piercing weaponwhile unconscious, you become paralyzed untilthe stake is removed. 

Signs of Vampirism. You gain an additionalflaw, “Signs of vampirism.” At the DM’s

discretion, you may earn Inspiration when one ofthese signs causes problems for you or alerts anNPC to your true nature. Work out with your DMexactly what signs you exhibit; signs of thetraditional western vampire might include: 

• Lacking a reflection or shadow 

• Revulsion to garlic, wolfsbane, silver, andholy symbols 

• Unwilling to cross running water or enter adwelling without invitation from a resident 

• Small but visible fangs 

• Sparkling when in direct sunlight 

UNARMORED DEFENSE 

Starting at 2nd level, when you are not wearingany armor, your AC equals 10 + your Charisma bonus + your Dexterity modifier. 

 V  AMPIRE A TTACKS 

Starting at 2nd level, when you attack with anunarmed strike, you may use your Dexteritymodifier in place of Strength for attack anddamage. 

The damage of your unarmed strikesincreases to 1d4. This damage increases to 1d6 at5th level, 1d8 at 11th level, and 1d10 at 17th level. 

 V  AMPIRIC BLOODLINE 

At 3rd level, select a vampiric bloodline,representing a mythic archetype that youresemble: the Impaler, the Night-Stalker, or theUnholy Master. 

Your selection grants you features at 3rd, 7th,13th, and 18th levels. 

 A BILITY  SCORE IMPROVEMENT 

When you reach 4th level, you can increase oneability score of your choice by 2 or two abilityscores of your choice by 1 each. Ordinarily, youcan’t increase an ability above 20 using thisfeature, but some vampire class features increasethis maximum for certain abilities. 

You may increase ability scores in this manneragain at 8th, 12th, 16th, and 19th levels. 

SPIDER  CLIMB 

When you reach 4th level, you gain a climbingspeed equal to your walking speed. You can moveup, down, and across vertical surfaces and upsidedown along ceilings, while leaving your handsfree. 

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E XTRA  A TTACK  

Beginning at 5th level, when you take the Attackaction on your turn, you can attack twice insteadof once. 

BLOOD HEALING 

Starting at 6th level, when you use your blooddrain ability to deal at least 1 point of necroticdamage, you may spend 1 hit die. When youspend a hit die, roll the die, add your Constitutionmodifier, and regain hit points equal to the total. 

At 11th level, you may spend 2 hit dice whenyou use this ability, and at 17th level you mayspend 3 hit dice. 

INSUBSTANTIAL FORM 

At 6th level, as an action you can innately cast thespell gaseous form without any components. 

Select the appearance of your insubstantialform when you gain this ability. Most vampiresappear as a wispy cloud of gray mist, but youmight appear as a shadow, a glowing light, aspectral figure, a dark whirlwind, a swarm ofsmall harmless bats or insects, or somethingsimilar. 

CHARMING G AZE 

At 9th level, you can use an action to innately castthe charm person spell on a creature within rangethat can see you, without any spell components.Your spellcasting ability is Charisma; the savingthrow DC is 8 + your proficiency bonus + yourCharisma modifier. 

Once you use this ability, you may not use itagain until you finish a short or long rest.  

A creature charmed by you allows itself to bea willing victim of your blood drain ability,although this counts as harmful and ends thespell. 

M AGIC A TTACKS 

At 9th level, your unarmed strikes count asmagical for the purpose of bypassing resistanceand immunity to nonmagical weapons. 

ESSENCE DRAIN 

When you reach 10th level, you can use your blood drain to deal necrotic damage against anycreature, instead of just living creatures with acirculatory system. 

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MISTY  ESCAPE 

Starting at 10th level, when you drop to 0 hitpoints, you may instead drop to 1 hit point andinstantly assume your insubstantial form. This

doesn’t require an action. 

Once you use this ability, you can’t use itagain until you finish a short or long rest.  

SHAPECHANGER  

At 14th level, you can use an action to innatelycast polymorph on yourself, without anycomponents. While polymorphed, you retainyour Intelligence, Wisdom, and Charisma scores,as well as your living dead and vampireweakness class features. 

You may only assume one of the followingalternate forms, selected when you gain thisability: bat, cat, dire wolf, giant bat, giantpoisonous snake, giant owl, giant rat, giantspider, giant wolf spider, owl, panther, poisonoussnake, rat, raven, spider, swarm of bats, swarm of

insects, swarm of poisonous snakes, swarm ofrats, swarm of ravens, swarm of spiders, or wolf. 

WEAPON R ESISTANCE 

Starting at 15th level, you are resistant to bludgeoning, piercing, and slashing damage fromnonmagical weapon attacks that are not silvered. 

 V  AMPIRE LORD 

When you reach 20th level, you gain the ability tocreate vampire-spawn that are under yourcontrol. Any humanoid killed by your blooddrain ability that rises as a vampire is charmed byyou and while charmed can only benefit from a

long rest when in your presence. Charmedvampire-spawn allow themselves to be willingvictims of your blood drain ability. 

If one of your vampire-spawn drinks your blood, it is no longer charmed. This sets thevampire-spawn free to do as it pleases. If you die,all your vampire-spawn are set free as well.  

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 V  AMPIRIC BLOODLINES 

Vampiric powers develop along certain themes,called bloodlines, originating with the mostpowerful and ancient of vampires. The Impaler isa fearsome and mighty warrior, perhaps a formerfighter or paladin, who cuts a bloody swaththrough the battlefield. The Night Stalker is thevampire who creeps in the shadows, swift andstealthy, the terrifying monster who haunts yournightmares. The Unholy Master is an immortalmystic, connected to life and death, wieldingnecromantic energies to cast dark spells.

Your choice of bloodline grants youadditional class features at 3rd, 7th, 13th, and 18thlevels. 

THE IMPALER  

The noblest of crusaders and most fearsome ofwarriors can fall into darkness, rising asvampires. The power of their curse enhances theirviolent leanings, as martial prowess gives way tosenseless, bloody mayhem. Impalers revel in the bloodshed of battle, devouring foes and strikingwith inhuman wrath. 

FOREVER  K NIGHT 

You become proficient with medium armor,shields, and all martial weapons. 

Your hit point maximum increases by 4, andincreases by 1 each time you gain another level inthe vampire class.

BLOODLUST 

When you hit with a melee attack on your turn,you may use a bonus action to make a blooddrain attack against that target, even if theywould ordinarily not be a valid target of that

ability. The creature’s blood splatters all over you. 

IMPROVED BLOOD HEALING 

Starting at 7th level, when you regain hit pointsfrom your blood healing ability, regain additionalhit points equal to your vampire level. 

D ARK  GIFT OF STRENGTH 

When you reach 7th level, you get a permanent

+2 bonus to Strength, to a maximum of 22. At 18thlevel, this increases to a +4 bonus, to a maximumof 24. 

SLAUGHTER  

Beginning at 13th level, when a creature within 5feet of you takes at least 1 point of slashing orpiercing damage, you may use a reaction to makea melee weapon attack against it. If you hit, thecreature becomes covered in its own blood. 

FEEDING FRENZY  At 18th level, when you reduce a creature to 0 hitpoints with a melee weapon attack, the creature’s blood splashes all over you and any creaturewithin 5 feet of you. As a reaction, you mayimmediately make a melee weapon attack againsteach creature within 5 feet of you, withadvantage. 

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THE NIGHT STALKER  

Secretive predators who slink through shadowsand lurk in dark places, night stalkers are theclassic image of the vampire: silent and menacing,

with creepy supernatural powers and anunquenchable thirst for blood. 

UNHOLY  SWIFTNESS 

You can use a bonus action oneach of your turns to take theDash, Disengage, Hide, orSearch actions, or to make anattack using your blood drainability against an eligibletarget. 

Your jumping distancedoubles.

 

GRASPING SHADOWS 

You can hide when you are lightly obscured byshadows, dim lighting, mist, or fog. 

Such areas of concealing darkness stretch tofollow you. If you start your turn in an arealightly obscured by darkness, dim lighting, mist,or fog, you remain lightly obscured until you endyour turn outside the area or move more than 30feet from it. 

D ARK  GIFT OF DEXTERITY  

When you reach 7th level, you get a permanent+2 bonus to Dexterity, to a maximum of 22. At18th level, this increases to a +4 bonus, to amaximum of 24. 

IMPROVED V  AMPIRE A TTACKS 

At 7th level, when you hit a foe with an unarmedattack, you may automatically grapple the targetif you have at least one hand free. 

BLOOD THRALL 

Starting at 13th level, you may persuade acreature charmed by your charming gaze to drinkyour blood. This deals 1d4 slashing damage toyou, and reduces your maximum hit points by theamount of damage dealt for 24 hours. 

During this time, the charmed creatureremains charmed and acts as your devotedservant. You may drink their blood without breaking spell. They automatically fail savingthrows against your charming gaze ability. 

You may only have one thrall at a time; if you

create a second, the first is no longer charmed. 

SHADOW TRAVEL 

At 13th level, select one of the following specialmovement abilities. 

Flight. You gain a fly speed of 40 feet.   Hopping. Your jumping distance increases to

60 feet. This applies to both long jump and high jump, and to both running jump and standing jump. 

Shadow Step. When you are in an area ofdarkness, shadows, dim lighting, mist, or fog, youcan use a bonus action to teleport 30 feet to aspace you can see. If you teleport out into theopen, your grasping shadows ability keeps youlightly obscured until the end of your turn.  

Wings. As an action, you may grow a greatpair of leathery bat-like wings or black featheredwings (choose when you gain this ability), whichgive you a fly speed of 60 feet. You can’t growwings unless you are wearing armor specifically

designed to accommodate them, and clothing youare wearing may be destroyed. You can dismissthe wings as an action. 

IMPROVED SHAPECHANGER  

At 18th level, you may use your shapechangerability to assume any of the alternate forms listed. . 

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THE UNHOLY  M ASTER  

Some vampires embrace their curse, gazing intothe darkness that has enveloped them. Learningforbidden secrets of life and death, these unholy

masters transcend the hungry existence of thecommon bloodsucker to become somethinggreater. 

SPELLCASTING 

When you reach 3rd level, you gain the ability tocast spells. 

Spell Slots. The Unholy Master Spellcastingtable shows how many spell slots you have to castspells of 1st-level and higher. To cast one of thesespells, you must expend a slot of the spell’s levelor higher. You regain all expended spell slotswhen you finish a long rest.

 

Spells Known of 1st-Level and Higher. Youknow three 1st-level warlock spells of yourchoice. 

The Spells Known column of the UnholyMaster Spellcasting table shows when you learnmore warlock spells of 1st level or higher. Each ofthese must be of a level for which you have spellslots. 

Whenever you gain a level in this class, youcan replace one warlock spell you know with

another spell of your choice from the warlock

spell list. The new spell must be of a level forwhich you have spell slots. 

Spellcasting Ability. Charisma is yourspellcasting ability for your warlock spells, sinceyour spells are dark gifts that you commandthrough the sheer force of your presence. You use

your Charisma whenever a spell refers to yourspellcasting ability, and use your Charismamodifier when setting the saving throw DC for awarlock spell you cast or making an attack rollwith one. 

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier 

Spell attack modifier = your proficiencybonus + your Charisma modifier 

Spellcasting Focus. You can use an arcanefocus as a spellcasting focus for your warlock

spells. 

UNHOLY  SPELLS 

The following spells count as warlock spells foryou. You may learn them at the levels shown, butthey count against your number of spells known,as usual. 

LIFE DRAIN 

When you hit with an unarmed strike, you may

expend a spell slot to deal necrotic damage. Thedamage is 2d6 for a 1st-level slot, +1d6 for eachadditional level, up to a maximum of 6d6. Youregain hit points equal to half the necrotic damagethe victim takes. 

The victim’s maximum hit points are reduced by an amount equal to the necrotic damage theytake for 24 hours. A creature whose maximum hitpoints are reduced to 0 dies.  

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D ARK  GIFT OF CHARISMA  

When you reach 7th level, you get a permanent+2 bonus to Charisma, to a maximum of 22. At18th level, this increases to a +4 bonus, to amaximum of 24. 

TOUCH OF DEATH 

At 13th level, when a humanoid’s maximum hitpoints are reduced to 0 by your life drain ability,they rise on your next turn as a zombie underyour control. You can control a total number ofzombies equal to your levels in the vampire class;any additional zombies that rise are not underyour control and attack nearby living creatures.Controlled zombies follow your spokencommands to the best of their abilities. 

ELDRITCH E XSANGUINATION 

Once you are 18th level, you can drain the bloodof your enemies with magic, sending a stream of blood hurtling through the air back towards you.Once per turn, when you damage a foe you can

see within 30 feet with a spell, you can dealadditional 6d6 necrotic damage. 

The victim’s maximum hit points decrease byan amount equal to the necrotic damage suffered,and if their maximum hit points are reduced to 0,they die. A humanoid killed by this ability rises asa vampire at the next sundown, unless theircorpse is destroyed or decapitated. 

Dealing necrotic damage with this abilitycounts as a use of your blood drain ability forpurposes of other vampire abilities.  

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FEATS 

These feats are unique to vampires,and representvampiric abilities that may develop at differenttimes for different individuals. 

CHILDREN OF THE NIGHT 

Prerequisites: Vampire class 

As an action, you can innately cast animal friendship , conjure animals , or speak with animals ,without any spell components. You cast this spellusing a spell slot equal to one-half your vampirelevel, rounded up. 

You can only target or conjure the followingtypes of creatures: bat, cat, dire wolf, giant bat,giant poisonous snake, giant owl, giant rat, giant

wolf spider, owl, panther, poisonous snake, rat,raven, spider, swarm of bats, swarm of insects,swarm of poisonous snakes, swarm of rats,swarm of ravens, swarm of spiders, or wolf.Animals conjured are real animals, not fey spirits,and can’t be conjured outside their naturalhabitats. 

Once you cast a spell using this feat, you can’tuse it again until you take a short or long rest.  

D AYWALKER  

Prerequisites: Vampire class 

Direct sunlight no longer imposes disadvantageon your attack rolls or abilitychecks, and you don’t takedamage for ending your turnin direct sunlight. 

R EGENERATION 

Prerequisites: Vampire class 

When you deal at least 1 pointof necrotic damage with your blood drain, you begin toregenerate. For 1 round pervampire level, you regain 2 hitpoints at the start of your turn.The effect ends early if youtake radiant damage ordamage from holy water. 

MENTAL CONNECTION 

Prerequisites: Vampire class 

You can communicate telepathically with anycreature you are aware of within 120 feet. You

may communicate telepathically with a creatureyou have charmed with your charming gazeability at any distance, provided you and they areon the same plane of existence. You may sharewords, emotions, and sensations. 

While you are in telepathic communicationwith a creature, you may use your action toperceive through their senses for 1 round. Whileyou are perceiving through their senses, you are blind and deaf regarding your own senses. 

If the creature does not wish to receive yourtelepathic communications or share their senses,

they may make a Wisdom saving throw, with aDC equal to 8 + your proficiency bonus + yourCharisma modifier. On a success, they can blockyour telepathy for 24 hours. On a failure, theycan’t block your telepathy for 24 hours. 

R EMOTE BLOOD DRAIN 

Prerequisites: Vampire class 

You can use your blood drain on targets up to 30feet away. Specify the nature of this ability when

you gain this feat; maybe your outstretchedshadow can suck blood, or you have an elongatedtongue, or blood simply flows through the airtowards you. 

Using your blood drainremotely requires a rangedspell attack against an eligibletarget, with an attack bonusequal to your Charismamodifier + your proficiency bonus. On a hit, you deal thenecrotic damage of your blood

drain. You can’t use this abilityif you’ve already used your blood drain this turn.  

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 V  AMPIRE L AIR  

Prerequisites: Vampire class 

You may establish a lair by taking a long rest inthe same place for 6 consecutive days. The area of

the lair may be no larger than a cube 500 feet perside, and can’t be the lair of a more powerfulcreature. The area ceases to be your lair if any partof it is struck by direct sunlight, if you don’t visitthe lair for 60 days, or if you establish a new lair. 

While in your lair, you receive numerous benefits: 

• You are immune to effects that turn undead. 

• You may innately cast the spells listed on thetable Lair Spells, once you reach the levelspecified. You cast them without any spellcomponents except your own blood.

Charisma is your spell casting ability. You castthese spells using a spell slot equal to one-halfyour vampire level, rounded up. 

• Spells marked with an asterisk last until youinnately cast them again, provided the effectsdo not leave your lair. For example, undeadanimated with animate dead remain underyour control until they leave your lair or untilyou innately cast animate dead gain. 

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