Base Class: Rogue
Due to a horrific series of events, some rogues unfortunately fall victim to a dark lord. These rogues unknowingly become a servant of darkness, stalkers of the night; The Vampire. In order to choose this subclass, you must first become a vampire.
Revived Nature
Being brought back from the dead with this new dark and evil connection gives you the following benefits:
- You no longer need to eat or breathe.
- You do not need to sleep. When taking a long rest, you must spend at least fur hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious and you hear as normal.
- You only need drink blood, one medium size corpes can keep you norished for up to one week at a time.
Shapechanger
If you aren't in direct sunlight, you can use your action to polymorph into a Tiny bat or back into your true form.
While in bat form, you can't 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. The only actions you can take while a bat are dash, disengage, dodge, hide, or to revert back to your original form. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.
Spider Climb
Your vampric powers are becoming stronger. At 13th level, you are able to climb and walk on walls and ceilings for one hour per short rest.
Misty Escape
When your current hit points drop below half of your maximum hit points, you have the ability to change into a cloud of mist. While in this form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover 20 feet off of the ground, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing. If you try to pass through water, you return to your original form. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight. You can remain in this form for two rounds. This ability uses an action. After using this ability, you can't do so again before taking a short or long rest.
Vampire Lord
You have become a true vampire, gaining supernatural speed and resistance.
Your dexterity score is increased by 4, and the max score is increased by 4.
You have become immune to necrotic damage.
Vampiric Bite
Starting at 3rd level, as an attack, you can seep your fangs into a victim's neck, restoring your health and draining theirs. The target takes 1D6 piercing damage and you regain an equal amount of hit points. You can use this attack any time but can only use it to restore health once per short or long rest.
Supernatural Regeneration
You have become more in tune with the vampirism, and you have started to begin the ability to heal rapidly. When you use your hit dice to restore health during a short rest, you may double your die.
Vampire's Vision
As a result of becoming a vampire, you automatically gain Vampire's Vision. At will you can change your vision to see in the darkest ares, to you the world looks red and those with fresh warm blood glow bright.
Vampire's Vision works like normal Darkvision, t's distance is 120 feet. However, you also gain advantage on all perception checks made in the dark.
The Vampire's Weakness
You have gained power since becoming a vampire, but you have also gained weaknesses.
Sunlight Sensitivity- You have disadvantage on attack rolls and ability checks while you are in direct sunlight.
Radiant Vulnurabilty- You are vulnerable to Radiant Damage
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