Base Class: Fighter
The potent powers of undeath have taken hold of your body - granting you a semblance of the powers of a vampire. This has granted you increased longevity and many other Vampiric abilities.
These powers could have come from a variety of sources. Maybe you were Necromancer's experiment or the plaything of Vampire who possesses magical powers. In some rare cases, a Vampiric Knight might have an ancestor who is a Half-Vampire. Half-vampires are exceedingly rare and have only been known to form from in two ways. Firstly, a vampire who consumes enough blood within a short time might be able to breed with a humanoid or monstrous humanoid, creating half-vampire offspring. Alternatively, in even rarer cases, a pregnant mother who survived having her blood drained by a vampire could give birth to an offspring "tainted" with vampirism.
Child of the Night
Starting at 3rd level, you gain Darkvision with a range of 60 feet, and your lifespan is extended by 40 years for every level you gain in this class - to a total of 800 years that is added onto your race's natural lifespan by 20th level.
Additionally, the bloodlust of your nature can be driven into a frenzy. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Charming Elegance
When you reach 7th level, you gain proficiency in Persuasion and Deception. You may choose to gain a language in place of one or both of these skills.
Additionally, your Vampiric blood and training has granted you access to the upper echelons of society - your grace and elegance clear to all who interact with you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Children of the Night
Starting at 10th level, you have attuned yourself to some creatures of the night. As an action, you magically summon 1d4 swarm of bats or swarm of rats - provided you are not in direct sunlight. While outdoors at night, you can call 1d6+1 wolves instead. The beasts' AC is increased by an amount equal to half your proficiency bonus (rounded up).
They appear from the shadows within 30 feet of you and act on your initiative order but take their turns directly after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their move to avoid danger. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action.
When you reach 15th level in this class, the beasts' damage increases by an amount equal to your proficiency bonus.
When you reach 18th level in this class, the number of creatures you can summon increases to 2d4 swarms and 2d6+2 wolves.
You may use this feature once and regain this use when you finish a long rest.
Lesser Vampire
Having achieved 15th level, your connection to the Vampiric powers has reached its pinnacle. While not truly being a Vampire, you have attained a status as close to being a true vampire as possible and gain the following traits:
- You are resistant to Necrotic damage.
- Misty Escape. If you complete a long rest in an intricately designed coffin worth at least 2,000gp, you can designate it as your resting place. If you are killed, you may choose to turn into a Vampiric Mist and return to your resting place where a new body will form over the course of 24 hours. Once this feature has been used, it cannot be used again for 2d4 days.
Noble Fortress
At 18th level, you are able to conjure a fortress from the Shadowfells. Over the course of an hour, you weave together dark arcane sigils and designate a space that you can see within a mile.
A fortress of stone erupts from a square area of ground at the chosen point. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you use this feature somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
As long as you are on the same plane of existence, you know when the seven days are about to expire and can reperform the ritual to maintain the fortress for another seven days. Using this feature on the same spot once every 7 days for a year makes the fortress permanent.
You can use this feature once and regain the ability to do so every 1d6 days.
Previous Versions
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