Rogue
Base Class: Rogue

Vampires

Darkvision

You get darkvision. If you already have it, you can add 60 ft to your darkvision.

Bite

When you use Sneak Attack, you can bite the target instead of using a normal weapon. Your bite counts as a melee finesse weapon of which you are proficient. It does 1d8 piercing damage, as well as the extra damage from Sneak Attack. You can choose to make the extra Sneak Attack damage Necrotic instead of Piercing. Also when you do this, you can add the hit points your damage (including extra damage) did to a sort of hit point pool that has a max number of hit points equal to 5 x your Rogue level and resets at 0 every sunrise. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

 

Vampire Powers

At level 3 you gain your Vampire dice. These dice are used for powering all of your cool Vampire features. The amount of Vampire Dice that you get is equal to twice your Proficiency bonus. These Vampire dice will also get stronger as you level up. They start off as a pool of d6 but will increase in size. You recover all of your Vampire dice on a long rest. However, you can use a bonus action once per short rest to recover one die.

You can see all of this in the table below.

 

The powers below use your Vampire dice.

Misty Escape. Expend one Vampire die to cast Misty Step.

Charm. As a Magic action, expend one Vampire Dice. Roll the dice. The number rolled is the amount of humanoids you can affect with this ability. The targets must be within 10 feet of each other. They all must make a Wisdom saving throw, and automatically succeed if you or your companions are fighting it. If they fail the saving throw, they are charmed for 30 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance for 30 minutes. When the duration ends, the creature knows it was charmed by you. The DC of the saving throws equals 10 + your proficiency Bonus + your Charisma modifier.

Vampire Weaknesses

There is some bad stuff to being a vampire, however.

Forbiddance. You can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. You take 20 acid damage if you end you turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into your heart, you become paralyzed until the stake is removed.

Sunlight Hypersensitivity. You takes 20 radiant damage when you end your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

 

 

Thief’s Regeneration

You regain 1d6 hit point at the start of your turn if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn.

Supreme Vampire Powers

You gain another Vampire power:

Children of the Night. As an action, expend one Vampire Dice. Roll the dice. You summon a Swarm of Bats or a Wolf that lasts for a number of hours equal to the number rolled or until they die. They are your allies and will understand and obey simple commands.

Shapechange

If you expend 3 Vampire dice, you can polymorph into a Tiny bat. While in Bat form, you can still speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die. 

Vampire Rogue Image

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