I’m currently playing a variant human rogue (homebrewed) ninja and just swam thru a lake of blood and contracted vampirism. My DM already killed my in my sleep and I woke up a vampire but that’s where the sesh ended off cuz he still needs to build it little. Anyone got any dope vampire subclass ideas?
PC vampirism is generally best handled as a "feat", rather than a subclass. You don't train in Vampire, you are a vampire; adding relevant being-a-vampire modifiers is easier in the Features section than as a subclass replacing your actual training. What that feat does and how screwed you actually are depends on just how vampires work in your game's world, but you can maybe feel fortunate you're not playing at my table. Heh, my rules would involve Wisdom saves and a real hard time being had with any divine casters in the group more than blood-drenched superpowers.
Yeah I think feats are the way my DM is leaning towards so I can still keep all the work I’ve been putting into my ninja. I’m not excited to rely on charisma cuz my charisma is 10+0. But after I get all the vampire feats I might be a little OP as a ninja vampire being able to walk up walls and on ceilings, hiding and sulking amongst the rafters waiting to use my sneak attack w my thrown kunai. Unless it’s a pally or sum but even still I like my chances lol
Yeah I think feats are the way my DM is leaning towards so I can still keep all the work I’ve been putting into my ninja. I’m not excited to rely on charisma cuz my charisma is 10+0. But after I get all the vampire feats I might be a little OP as a ninja vampire being able to walk up walls and on ceilings, hiding and sulking amongst the rafters waiting to use my sneak attack w my thrown kunai. Unless it’s a pally or sum but even still I like my chances lol
Not very OP. Slippers of Spider Climbing offers this and is an uncommon item which is typical for level 4 characters. The spell Spider Climb also offers the same and this is just a 2nd Level spell which can be acquired by a level 3 spellcaster or 7th level Arcane Trickster. Quite good really.
Anyway, yes, feats are definitely way to go for vampirism. Being able to turn into a bat is going to really help your sneaking around, too. Vampirism plays well with rogues since stealth and the night go hand in hand.
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I am inclined to agree with some of these responses. At best I could see a "Sub class" for Vampire being akin to taking on other features from other classes; Ritualist subclass in "Blood Magic" sense that requires them to sacrifice creatures or their own essence to charge spells (like sorcery or ki points), Perfecting Shapeshifting abilities (Like Wild Shape or Polymorph), Enhancements to certain Melee attacks or maneuvers (Fighter) like increasing your unarmed damage or ramping up healing, or even a Strictly Debuff thing that transfers a Vampire's weakness to other creatures temporarily.
The application isn't limited by viability, it is hindered by the negative effects Vampires would suffer from their natural weaknesses and the inevitable balance issue that will ensue. Changing those weaknesses, or developing skills to directly counter them, puts the sub class function off balance and could cause balance issues during a campaign, for the Vampire itself and the other members involved.
I will note, as a general thing for players salivating at the thought of vampiric superpowers...
The powers of a vampire require training, practice, and experimentation to learn, hone, and eventually master. The weaknesses of the vampiric condition are an immediate, unlife-threatening problem. Obviously your specific game is up to your DM, Henney, but my overall suggestion would be that players who come down with a case of the bloodsuckles (and who don't lose their minds and become evil NPCs under DM control) start out with no vampiric abilities whatsoever, but with a slew of vampiric weaknesses and corruptions. Whatever the specifics of those weaknesses and corruptions are is up to the DM - any of us are likely brimming with ideas - but the PC should have to put in work and effort simply to survive, let alone gain any sort of useful abilities.
Frankly I really like that idea and the possible character arcs it could entail. Does the PC embrace the curse, work to master their newly soulless nature and set their feet on the path to becoming a Lord of the Night? Or do they fight to restrain their impulses, curb the curse and search for a cure that would allow them to walk in the sun once more? Both would make for interesting struggles, and each could be dangerous and rewarding in equal measure.
Vampire is more of a race than a class. On the DM's Guild site, there are free downloads of a series called Plane Shift, 6 page or so pamphlets giving the basics of a Magic: The Gathering plane and its inhabitants for a 5e D&D game. Two of them, Innistrad and (I think) Ixalan have a vampire race in them. Could see if the DM will let you restat into that, just swap your racials for what you are now into the Vampire.
In addition to what FoxfireInferno suggested. Planeshift: Zendikar also has a vampire race. Innistrad's vampire is most closest to the iconic, gothic vampire motif.
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I’m currently playing a variant human rogue (homebrewed) ninja and just swam thru a lake of blood and contracted vampirism. My DM already killed my in my sleep and I woke up a vampire but that’s where the sesh ended off cuz he still needs to build it little. Anyone got any dope vampire subclass ideas?
PC vampirism is generally best handled as a "feat", rather than a subclass. You don't train in Vampire, you are a vampire; adding relevant being-a-vampire modifiers is easier in the Features section than as a subclass replacing your actual training. What that feat does and how screwed you actually are depends on just how vampires work in your game's world, but you can maybe feel fortunate you're not playing at my table. Heh, my rules would involve Wisdom saves and a real hard time being had with any divine casters in the group more than blood-drenched superpowers.
Please do not contact or message me.
Yeah I think feats are the way my DM is leaning towards so I can still keep all the work I’ve been putting into my ninja. I’m not excited to rely on charisma cuz my charisma is 10+0. But after I get all the vampire feats I might be a little OP as a ninja vampire being able to walk up walls and on ceilings, hiding and sulking amongst the rafters waiting to use my sneak attack w my thrown kunai. Unless it’s a pally or sum but even still I like my chances lol
Not very OP. Slippers of Spider Climbing offers this and is an uncommon item which is typical for level 4 characters. The spell Spider Climb also offers the same and this is just a 2nd Level spell which can be acquired by a level 3 spellcaster or 7th level Arcane Trickster. Quite good really.
Anyway, yes, feats are definitely way to go for vampirism. Being able to turn into a bat is going to really help your sneaking around, too. Vampirism plays well with rogues since stealth and the night go hand in hand.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I am inclined to agree with some of these responses. At best I could see a "Sub class" for Vampire being akin to taking on other features from other classes; Ritualist subclass in "Blood Magic" sense that requires them to sacrifice creatures or their own essence to charge spells (like sorcery or ki points), Perfecting Shapeshifting abilities (Like Wild Shape or Polymorph), Enhancements to certain Melee attacks or maneuvers (Fighter) like increasing your unarmed damage or ramping up healing, or even a Strictly Debuff thing that transfers a Vampire's weakness to other creatures temporarily.
The application isn't limited by viability, it is hindered by the negative effects Vampires would suffer from their natural weaknesses and the inevitable balance issue that will ensue. Changing those weaknesses, or developing skills to directly counter them, puts the sub class function off balance and could cause balance issues during a campaign, for the Vampire itself and the other members involved.
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I will note, as a general thing for players salivating at the thought of vampiric superpowers...
The powers of a vampire require training, practice, and experimentation to learn, hone, and eventually master. The weaknesses of the vampiric condition are an immediate, unlife-threatening problem. Obviously your specific game is up to your DM, Henney, but my overall suggestion would be that players who come down with a case of the bloodsuckles (and who don't lose their minds and become evil NPCs under DM control) start out with no vampiric abilities whatsoever, but with a slew of vampiric weaknesses and corruptions. Whatever the specifics of those weaknesses and corruptions are is up to the DM - any of us are likely brimming with ideas - but the PC should have to put in work and effort simply to survive, let alone gain any sort of useful abilities.
Frankly I really like that idea and the possible character arcs it could entail. Does the PC embrace the curse, work to master their newly soulless nature and set their feet on the path to becoming a Lord of the Night? Or do they fight to restrain their impulses, curb the curse and search for a cure that would allow them to walk in the sun once more? Both would make for interesting struggles, and each could be dangerous and rewarding in equal measure.
Please do not contact or message me.
Vampire is more of a race than a class. On the DM's Guild site, there are free downloads of a series called Plane Shift, 6 page or so pamphlets giving the basics of a Magic: The Gathering plane and its inhabitants for a 5e D&D game. Two of them, Innistrad and (I think) Ixalan have a vampire race in them. Could see if the DM will let you restat into that, just swap your racials for what you are now into the Vampire.
In addition to what FoxfireInferno suggested. Planeshift: Zendikar also has a vampire race. Innistrad's vampire is most closest to the iconic, gothic vampire motif.