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Vampires appear just as they did in life, although their skin is often pale and cool to the touch, also their features are often hardened and feral, with the predatory look of wolves. Federal agencies in multiple countries have realized that vampires exist and the power they have over global finance and politics.A hunting unit, named FIRSTLIGHT, was established to bring down the vampire population. Before rerunning the experiment, [Lasombra] was visited by his child's playmate, Ontai. Starting at 1st level, you gain the following benefits and disadvantages. -You are an undead creature. At 11th level, As a action, a shadow vampire can change into an animate shadow as long as they are not in direct sunlight. While in combat, you can use it at the cost of 4 Crimson points. Starting at 3rd level, your self-admiration and desire has empowered you to the practice magic. At first level, your will may attack on your turn as your actions, and will gain the benefits from "Unarmed Strikes". -You have vulnerability to radiant and silvered weapon damage. -As a bonus action, you can make a bite attack against the target to perform a quick lesser version of your Feed ability, this attack uses Strength or Dexterity to hit and deals 1d4 Piercing damage and 1d6 Necrotic damage. For the duration, you have a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. Cantrips: At 1st level, you know friends and two cantrips of your choice from the wizard spell list. Your Path grants you features at 3rd level and again at 8th, 11th, and 18th level. Saving throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP). Tools: Disguise Kit -While you are wearing no armor your AC equals 10 + Dexterity modifier + Charisma modifier. You can increase this effect by 1 Crimson Point to add an additional d4 to the heal, up to a max of 6d4. Starting at 1st level, you roll a d4, instead of the normal damage for unarmed strikes. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Vampires are blood-sucking creatures of the night who are usually created by a master vampire, Diety, rituial, or sometimes by freak accident. While you are wearing armor, you gain a +1 bonus to AC. As a Vampire you gain the following class features. You can cast this spell only at night. You are weightless, gain a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. As a bonus action you can attempt a DC 15 Wisdom saving throw, to snap out of your Frenzy. Medium creatures replenish 2 crimson points, and double if they are killed in this way. By Sean / June 20, 2018 . As a action by spending 5 crimson points, you can target one creature within 30ft and it must succeed on a charisma saving throw or immediately be affected as if by the spell 'feeblemind'. Blood Drain. You can have only one vampire spawn controlled in that manner, and trying to control another one end the effect on the previous one. Whatever you came from, you are no longer what you were. Starting at 1st level, you gain proficiency in the Arcana skill. At first level, you adopt a particular style of fighting as your specialty. So, I was a big fan of 4E D&D, and something I think it did well was the concept of vampire PCs using classes. Hit Dice: special (see the Blood is Life class feature) Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st. At 8th level, You gain an additional 10ft of movement. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit Points at 1st Level: 8 + Constitution modifier -Unlike most undead, you do need to sleep. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. Adventuring vampires are usually those who have been created independent of a master vampire, or have escaped the control of their master vampire. Starting at 18th level, when a humanoid is slain in this way and then buried in the ground, it rises in the following night as a vampire spawn under your control. You can heal yourself for 1d8+ Charisma Modifier. Spell Casting Ability: Charisma is your spell casting ability for your vampire spells, since the power of your magic relies on your ability to manipulate the power of life to project your will into the world. I agree that a proper "leader" is something 5e could use more of, though it maybe is an idea that meshes easier with the tactical combat themes of 4e. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. Bite. Sunlight completely cripples a Vampire player, but that is how it should be, no? It is almost as if they are being slowly petrified as the corrupting magic within them drains away their strength. If your hits points are above half your maximum hit points or you are at 0 hit points this feature ends. Once given an order, the creature continues to follow it until its task is complete. On a success, you instead drop to 1 hit point. I assume you are using the Dhampir feat to be a half-vampire in 4th edition? On a fail you take 2d10 Acid damage and are stunned untill the beginning of your next turn. The first time a creature within 30ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). A Vampire, as far as I see it, is a substitution of your original race, not a class. Additionally your critical attacks for claws and bits are now on a 19-20. Of those, 180 titles include “vampire” in them and 21 include “werewolf.” Some are presented as race options, some as subclass options and others as wholly new classes. Each time you or the your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. While the target is cursed, your attacks deal an extra 1d8 necrotic damage to the target. While in mist form, you can't take any actions, speak, or manipulate objects. Skills: Choose two from Animal Handling, Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, and Sleight of Hand. You can move its place of burial by transporting your coffin or a significant amount of grave dirt to another location. the Vampire Prestige Class for D&D 5e - Vampires are nigh immortal undead creatures whose existence go on unending except in the rare case of a determined foe w Your claws/teeth grow much larger and sharper all your gear and magic items can either meld into the form. Otherwise, the effect lasts 24 hours or until the you are destroyed, on a different plane of existence than the target, or takes a bonus action to end the effect. The GM has final say on such a curse’s effect. Your Will’s movement speed is equal to your own unless otherwise stated, and it can be described in anyway you wish, and is only visible to other "Will" users, like Barbarian Ancestral Guardians, strong magicians, spells like "Detect magic", Psions, or others who have hipersenses. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learnt from witches/high level magic users). 3. Starting at 3rd level, you can use a bonus action to spend 5 Crimson points to enter a feral frenzy of blood lust. Otherwise, the modified memories take hold when the effect ends. If you cast a spell on your turn you can make a melee attack as a bonus action. Hit Dice: 1d8 per Vampire level This page is incomplete and/or lacking flavor. You can call out or recall a manifestation of your will as a bonus action. 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