Base Class: Fighter
Vampires. Foul beasts, certainly not alive - but not quite dead either, that feast on the blood of the living. And now you are one of them. You have a great amount of new powers and weaknesses to befit your new vampiric body. Be sure to keep your thirst in check, lest your party members be reminded why most do not cavort with the creatures of the night.
Vampiric Nature
Your new vampiric body has granted you superhuman abilities. Gain the following features:
Vampire Body. Your Strength and Dexterity scores are increased by 1. Your movement speed is increased by 10 ft.
Creature of the Night. Gain Darkvision of 90 feet.
Bite. As an action, you may roll to hit on a creature within 5 feet of you and sink your fangs to drain its lifeblood. If the target is willing, the attack automatically hits. On a hit, it takes 1d6 + your Strength modifier piercing damage plus 1d8 necrotic damage. You regain a number of hitpoints equal to half the damage dealt. At 8th level, the damage increases to 2d6 + your Strength modifier piercing damage plus 1d10 necrotic damage. At 14th level, the damage increases to 3d6 + your Strength modifier piercing damage plus 2d10 necrotic damage.
Living Dead. You are now considered Undead. Gain resistance to Necrotic damage.
Hematophagy. You heal 1d6 hitpoints when consuming small amounts of blood, such as from a vial.
However, your new nature also has weaknesses. Gain the following features:
Sunlight Sensitivity. You have disadvantage on attack rolls and ability checks while you are in direct sunlight.
Holy Vulnerability. You are vulnerable to Radiant damage, and silver weapons have advantage on attack rolls against you.
Hematophagy. You are incapable of gaining nutritional value from anything other than blood.
Unending Thirst.
Your thirst for blood can never be fully satiated... merely temporarily lessened. For every 24 hours which pass without you consuming blood, you gain a Thirst Level. If your Thirst Level is above 0, then at the beginning of your turn, make a Wisdom saving throw. If you fail, you must use your action to Bite the nearest, easiest-to-access creature with blood. For every Thirst Level, the Wisdom saving throw's DC increases by 2 (beginning at 4 for Level 1). Every three Thirst Levels, gain a level of Exhaustion which cannot be removed until the Thirst Level is reduced.
Blood Frenzy
Unleash the beast within you, allowing your instincts to run rampant and lead you into ripping through your enemies.
If you are at Thirst Level 3 or under, on your turn, as a bonus action, you may enter Blood Frenzy.
While in a Blood Frenzy, you gain the following features:
- Your movement speed is increased by 10 feet.
- You have advantage on all rolls to hit against creatures with blood.
- You can smell any blood within 120 feet.
Enthralling Gaze
Starting at 7th level, you can form a mesmerising pattern in your eyes. As a bonus action, you may select one target within 30 feet of you who can see you. Force it to roll a Wisdom saving throw with a DC of 8 + your Wisdom modifier + your Proficiency bonus. If it fails, it becomes charmed by you. Creatures charmed in this way are willing targets for your Bite attack.
Cleaver
Your melee strikes are optimised to draw as much blood as inhumanly possible - and keep it on your weapon.
When you deal piercing or slashing damage using a weapon you are proficient in, your weapon gains a spot of blood.
As a bonus action, you may lick the blood clean off the weapon to trigger your Hematophagy (healing) feature.
Contagious Curse
Starting at 15th level, the curse of Vampirism within you has become powerful enough to propagate itself when you feed. When a creature drops to zero hitpoints as a result of your Bite attack, on its following turn (or when it would be) it rises again as a Vampire Spawn at half of its maximum hitpoints loyal to you.
Soul Sap
Starting at 18th level, you have become strong enough to suck out the very souls of your prey. When a creature drops to zero hitpoints as a result of your Bite attack, you may choose to also drain its soul. Its soul remains trapped in your body until you die or spend a bonus action to release it. You may have a maximum number of souls trapped equal to your Wisdom modifier.
If you drop to zero hitpoints while you have a soul trapped, you are considered dead until the beginning of your next turn. On the beginning of your next turn, you are revived to 3/4 of your maximum hitpoints, and all of your class feature cooldowns refreshed. Once you are revived, one soul is freed.
Comments