Base Class: Blood Hunter
Vampires are among one of the most feared creatures that walk the realms of the multiverse. Awakening to and endless night and a thirst that can never be quench the invoke fear and suspicion among anyplace where mortals live. In mixing their own blood with these creatures in order to gain a likeness to their powerful nature The Order of the Vampire walks the line between the living and the dead, to hunt those who slither in the dark. These hunters find that they are strongest in the darkest reaches of the world, and never feel quite right until the day is done and the moon is high. However this existence give power to the hunter it is also their curse. Their is a drive inside them that wants to hunt and consume blood from the living. Only the strongest willed among them learn to manage this thirst and resist the more darker impulses that vampirism has to offer.
When becoming part of this order you gain two of the following quirks.
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1d6 |
Vampire Quirks |
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1 |
Your skin is pale and sickly looking. |
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2 |
You have a pulse, but no discernable heartbeat. |
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3 |
You find the the smell or taste of garlic repulsive. |
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4 |
When standing in light your shadow moves on its own or when you look in a mirror you have no reflection. |
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5 |
You feel uncomfortable around clergyman or holy symbols, but that might be coincidence. |
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6 |
For some reason, wherever you go there is an increase in the bat or rat populations in the areas that you inhabit. |
Vampiric Physiology
You gain the following traits and flaws of your vampiric nature.
Darkvision
You gain Darkvision at 120ft. You can seek in dim light in range within the radius as if it were bright light, and in darkness as if it were dim light. You cannot discern colors in darkness, only shades of gray.
Deathless Nature
You don't need to breathe
Immortalized Existence
You no longer age, and you are immune to effects that can cause your body to age magicly.
Spider-climb
You gain the the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Your climbing speed is equal to your walking speed.
Steak to the Heart
If you are attacked by a creature with a piecing made of wood, on a critical hit they can make a (Strength) check against your (Constitution) (8 + proficiency + Constitution) to attempt to drive it into your heart. When this happens you become paralyzed and you fall prone. You drop whatever you are holding, cannot move. Another creature can remove the steak with a DC 10 (Strength) check, ending the condition.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Fanged Bite
At 3rd level, You possess vampire fangs in which you are proficient with that you use to drain blood and vitality from a victim. On your turn, you take an entire action to make one biting attack against a creature. Your fangs are considered a magic weapon, which you have advantage on the attack on a creature that is grappled by you. The damage type is 1d4 of piercing damage and 1d4 of necrotic damage (adding your constitution modifier to the necrotic damage) on a successful hit. The necrotic damage die becomes a 1d6 at level 7, and a 1d8 at level 15.
Vampire Powers
At level 3, in draining the vitality from your victims, you gain the ability to draw on the power from blood to grant yourself powers that are bound to your existence. These are represented by Blood points which you can use to empower your Vampire Powers. The amount of power you can carry from blood (Blood Points) is equal to your (Constitution) modifier (minimum of 1). You can only use one Vampire Power at a time. You cannot use your powers while in sunlight and powers end if you are exposed to sunlight, rendered unconscious, or killed. Being dealt radiant damage forces you to make a (Constitution) saving throw to maintain your power. On a failure your powers end. Blood Points are gained by using your Fanged Bite attack. You gain a Blood Point after a critical hit, or you kill a creature with your Fanged Bite attack. Alternatively, taking a long rest inside a coffin or buried in a shallow grave will recharge all your Blood Points. At level 3 you get three Vampire Powers, you gain two additional power at levels 7, 11, and 15.
Detect Life
You heighten your senses to detect the presence of anything living within a certain radius of yourself. As a bonus action, you will gain the ability to see the lifeforce of any living creature that is not an undead or construct within a 90ft radius for an hour. If a creature that has blood inside it, you will be able to see it even if it is invisible similar as well as see it highlighted through walls.
Enhance Prowess
You empower yourself in order to push your body beyond normal physical capabilities. As bonus action, you gain advantages on (Athletics) checks and (Strength) saving throws for a minute. Also for the duration, you add your (Constitution) to your melee damage, your movement speed is doubled, and you can jump three times farther and higher for the duration.
Mesmerize
You attempt to hypnotize creature to to gain control over it. As an action, you force a creature within 30ft of you to make a (Wisdom) saving throw against your Charisma (Charisma + proficiency + 8). On a failure, the creature becomes charmed by you treating you like a trusted friend and ally for an hour. Although they are not fully under your control they will act or follow your commands in your best favor. In the charmed creature takes damage they can repeat the saving throw. If the creature succeeds the saving throw, the charmed condition ends. You can use more blood points either to extend the effect or mesmerize an additional creature. If the creature is immune to being charmed, this will have no effect on the said creature.
Mist Form
You turn to a cloud of mist that can slip through tight spaces and become difficult to contain. As an action, you turn a cloud of mist for 1 minute. In this form can’t take any actions, speak, or manipulate objects. You are weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can pass through it without squeezing, but you cannot pass through water. In this form you become immune to all nonmagical bludgeoning, piercing, and slashing damage. In the event you are subjected to an effect that deals damage, you are forced to make a Concentration (Constitution) saving throw to maintain this form. On a success you stay in mist form, on a failure you revert back to your original form to the next occupiable space.
Regenerate
You absorb the vitality from blood to close wounds and repair damage done to your body. While in combat you can take a bonus action, for a minute you regain 1d4 plus your (Constitution) worth of your hit points each turn of combat. When out of combat, regain ten times the number on your (Constitution) modifier at the end of a minute. By regenerating over a 50 hit points worth of damage causes you to regrow missing limbs and recover from injuries. Alternatively, by voluntarily allowing someone else to drink your blood, you can give them this ability which can also be used to stabilize a dying creature. However if you chose to heal a creature in this way your hit point maximum reduced by 2d8 and the creature who drank your blood gains the poisoned condition for a minute as well as sunlight sensitivity and vulnerability to radiant damage for 24 hours.
Summon Night Creatures
You magically summon creatures of the night to aid you when you need them. As an action can choose to summon a Swarm of Bats or a Swarm of Rats or a Wolf (if you are outside) to your location within 1d4 turns. The creatures see you as an ally, obey your command. They remain with you for an hour or until they are defeated, when you are knocked unconscious or dismissed as a bonus action. In burning more blood points you summon more creatures to help you.
Supernatural Reflexes
You empower yourself to have unnatural balance, agility and flexibility. As a bonus action, you gain advantages on (Acrobatics) checks and (Dexterity) saving throws for a minute. For the duration you add your (Constitution) modifier to initiative rolls and when you are subjected to an attack the forces you to make a (Dexterity) saving throw you take half damage on a failed saving throw and no damage on a successful one.
Undead Resilience
You reinforce your resilience to external damage and effects that would otherwise harm you. As a bonus action, you gain advantage on (Constitution) saving throws for a minute. In addition you gain resilience to bludgeoning, piercing, slashing weapons and you gain a bonus to your AC equal to half your (Constitution) modifier rounded up.
Vampiric Shapeshift
You gain the ability to transform into different animals based on you vampiric linange. As an bonus action, you can for an hour you can transform into a tiny bat, a tiny rat, or a medium wolf. While in any of these forms you cannot speak, however your statistics other than your size and speed remain unchanged, You can use your Fanged Bite as an attack while in any of these forms. Any equipment you are wearing transforms with you. Your revert back to your original form at the end of an hour, are knocked unconscious, or killed. You need to use additional blood points to extend its duration or change into a different form.
Alluring Presence
At level 7, you begin to give off an aura that seems to entrance or intimidate those around you. You gain proficiency with one of the following skills: Deception, Intimidation, Performance or Persuasion.
Additionally, you gain proficiency in Charisma saving throws. if you already have proficiency with charisma you can take proficany in either Wisdom, or Constitution in its place.
Draining Bite
At 11th level, you have mastered your ability to effectively drain mortal creatures of their blood. When you use your Fanged Bite attack you deal a critical on a 19 or a 20. In addition, if you land a hit with your Fanged Bite attack against a creature that is surprised, the attack is an automatic critical.
Brand of Sireing
At 15th level, You become resistant to necrotic damage and your hit point maximum can no longer be reduced other than your crimson rite feature or through the use of blood curses. Additionally, If use your Fanged Bite to kill a humanoid target that has your Brand of Castigation, you can choose to turn it into a Vampire Thrall under your control within an hour of its death. The Thrall can perform basic actions as well as aid you in combat. You can sire only one Vampire Thrall at a time. If you die, you lose control of the Thrall.
Medium or Small Undead
Armor Class 15 (natural armor)
Hit Points 5 + 10 times your Constitution Modifier
Speed 30 ft.
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons, necrotic,
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you know, but cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Regeneration. The thrall regains hit points equal to your (Constitution) modifier (minimum of 1) at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the thrall takes radiant damage, this trait doesn't function at the start of the thrall's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stake to the Heart. If the thrall is attacked by a creature with a piecing made of wood, on a critical hit they can make a DC 13 (Strength) check to drive it into its heart. When this happens it becomes paralyzed and it fall prone. Another creature can remove the steak with a DC 13 (Strength) check, ending the condition.
Sunlight Sensitivity. The Thrall have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when the Thrall, the target of its attack, or whatever it is trying to perceive is in direct sunlight.
Undead Nature. The Vampire Thrall does not need air, food, or sleep
Actions
Multiattack. The Thrall can make two attacks with its claws, or one attack with its Fanged Bite
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Fanged Bite (2 actions). Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: (1d6 + 3) piercing damage plus (1d6) necrotic damage. The thrall regains hit points equal to the amount of damage dealt. The Thrall has advantage on this attack if the target is grappled.
Blood Curse of the Nosferatu
As a action you pick a creature that is in 30ft of you cause it's key blood vessels to burst, which then you cause the blood leach out of there body and flow towards your mouth. The creature makes a Constitution saving throw, on a failure they take 5d6 of necrotic damage and falls prone rechraging three Blood points, on a success they take half damage, remain standing and you gain one Blood point.
Amplify: You also cause the other blood vessels in the creature's body to to constrict, causing it to become restrained for a minute. During their turn the creature can make a new (Constitution) saving throw, on a success they are no longer restrained.
Daywalker
At level 18 You've conquered your greatest enemy, the sun. You now can use your Vampire Powers even in direct sunlight and it no longer gives you disadvantage on perception checks or attack roles. You also become resistant to radiant damage, and attacks that do radiant damage no longer ends your Vampire Powers.
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