D&D Class - Vampire

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Vampire class for D&D 5E (Draft).

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Vampire
Vampires are creatures of the night that feast on
the blood of the living. As mortal-seeming undead,
they exist in a shadowy netherworld between the
dictates of regular society and monstrous desires of
the flesh. While most vampires are chaotic—the
raw power they receive from the transformation
unleashes their wildest urges—they vary among
good, neutral, and evil alignments. Chaotic evil
vampires are monsters that prey upon the living.
The powerful Count Strahd von Zarovich of
RAVENLOFT© is the most notable example of an evil
vampire tradition in D&D. Chaotic neutral vampires
try to balance their need for blood with caution
against being discovered by the authorities. Chaotic
good vampires use the powers of their undead form

to battle the regular vampires that victimize
common folk.
Those bitten by a true vampire’s bite do not
become these powerful undead overnight. Instead,
they become vampire spawn, their lives
increasingly consumed by the pursuit of blood as
the vampiric infection is allowed to run its course.

Creating a Vampire
You can make a vampire quickly by following these
suggestions.
Background: Noble
Equipment: Rapier, light crossbow, quiver with 20
bolts, adventurer’s kit, and 70 gp

The Vampire
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Proficiency Necrotic
Bonus Damage Features
+2
1d6 Bite, Blood Drain, Poison Resistance, Sunlight Vulnerability, Undead
+2
1d6 Necrotic Resistance
+2
1d6 Darkvision, Regeneration
+2
1d6 Ability Score Improvement
+3
1d6 Extra Attack, Sunlight Vulnerability
+3
2d6 Ability Score Improvement
+3
2d6 Poison Immunity
+3
2d6 Ability Score Improvement
+4
2d6 Necrotic Immunity, Sunlight Vulnerability
+4
2d6
+4
3d6 Extra Attack
+4
3d6 Ability Score Improvement
+5
3d6 Sunlight Vulnerability
+5
3d6 Ability Score Improvement
+5
3d6
+5
4d6 Ability Score Improvement
+6
4d6 Sunlight Vulnerability
+6
4d6 Ability Score Improvement
+6
4d6
+6
4d6

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Class Features
As a vampire, you gain the following class features.

Hit Points
Hit Dice: 1d8 per vampire level
st
Hit Points at 1 Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per vampire level after 1st

Proficiencies
Armor: None
Weapons: Club, dagger, light crossbow, longspear,
quarterstaff, short sword, sling, spear, and unarmed
strike
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose one from Acrobatics, Athletics, or Stealth

Undead
You are treated an undead creature for all
purposes, such as a cleric’s turn undead ability, the
chill touch cantrip, or the cure wounds spell. You are
immune to dehydration and suffocation effects.

Necrotic Resistance
At 2nd level, you become resistant to necrotic
damage.

Bite
As a result of vampiric transformation, your bite is
considered to be a weapon that deals 1d6 piercing
damage on a hit.
Your vampiric bite counts as being magical for
the purpose of overcoming resistance and
immunities.

Blood Drain
When you hit a living target with your bite, you can
choose to drain some of the victim’s blood. Living
targets without blood are immune to this power.
If you drink blood, the victim takes 1d6 necrotic
damage and its hit point maximum is reduced by
the same amount as the damage dealt. You regain
one spent hit die, up to your maximum.
The reduction to the victim’s hit point maximum
lasts for 24 hours. A creature whose hit point
maximum is reduced to 0 by this attack dies.
The necrotic damage increases as you gain levels,
as noted in the Blood Drain column in the Vampire
table.

Poison Resistance
You are resistant to poison damage, and have
advantage on saving throws against poison effects.
At 7th level, you become immune to poison
damage and effects.

Sunlight Vulnerability
You take 5 (1d10) radiant damage each time you
start your turn in direct sunlight.
2

At 5th level, the vulnerability increases to 10
(2d10) radiant damage.
At 9th level, the vulnerability increases to 15
(3d10) radiant damage.
At 13th level, the vulnerability increases to 20
(4d10) radiant damage.
At 17th level, the vulnerability increases to 25
(5d10) radiant damage.

Darkvision
At 3rd level, you can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in
darkness, only shades of gray.

Regeneration
At 3rd level, as a bonus action on your turn, you can
spend one of your hit dice and regain that many hit
points. You cannot do this if you are in sunlight or
running water. If you take radiant damage, this trait
doesn’t function on your next turn. Spending the
die this way, during a combat round, does not allow
you to add your Constitution modifier to the hit
points regained. This trait ceases to function when
you are at 0 hit points.

Ability Score Improvement
When you reach certain levels noted in the Vampire
table, you can increase one ability score of your
choice by 2, or you can increase two ability scores
of your choice by 1. You cannot increase an ability
score above 20 using this feature.
Alternatively, when you reach one of the noted
levels, you can forgo improving any of your ability
scores to take a feat.

Extra Attack
Beginning at 5th level, you can attack one extra
time whenever you take the attack action on your

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turn. If you haven’t used your whole move for the
turn, you can move between your attacks.
When you reach 11th level, this feature gives you
two extra attacks, instead of one.

Necrotic Immunity
By 9th level, you are immune to necrotic damage.

When you reach Xnd level, you develop specialized
abilities depending on what house your vampiric
sire belonged to: the House of the Tyrant or the
House of the Nightspawn. Your house grants you
features at certain vampire levels, as shown in the
Vampire table. Each house is detailed at the end of
the class description.

Vampiric House

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