You may use this feature a quantity of times equal to your charisma modifier, and you recover all your expended usages after a short or long rest. In addition you add your charisma modifier to all your saving throws while your are not incapacitated. At 20th level, You become immune to necrotic damage and gain resistance to non-magical damage from bludgeoning, piercing, and slashing weapons. The GM has final say on such a curse’s effect. Roll 10d8: the total is how many hit points of creatures this breath can affect (ignoring unconscious creatures). The target dies if this effect reduces its hit point maximum to 0. At 6th level, though you might show no outward signs of it, the curse that transformed you into an undead creature grants you great physical power. Sunlight Hypersensitivity. -You are immune to poison damage, along with the poisoned condition. You also gain the following benefits; you are considered to be under the effect of the 'Haste' spell, the damage dice of you unarmed attacks/bite attacks is now 1d12, and when you slay a creature while in this form you gain temporary hit points equal to your level. 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. Any damage dealt to your "Will" is dealt to you. Once you are on a resting place, you revert to to your vampire form. 3. You regain spent crimson points by feeding on living creatures. To cast one of these vampire spells, you must expend a slot of the spell's level or higher. Your choice grant you features at 1st level, and again at 9th, 13th and 17th level. This Ability bypasses any language barriers, as long as the creature you wish to contact can understand at least one language. Several thousand years ago, a tribe of proto-Maasai people were ordered by a pale spirit to produce a child for him. -By spending crimsom points you can cast the following spells as innate spells. The beasts remain for 1 hour, until you die, or until the you dismisses them as a bonus action. -If you are splashed with a large amount of Holy water, you must make a dc 15 con saving throw. For the duration, you have truesight. Hit Points per Levels: 1d8 (or 5) + your Endurance modifier per vampire level. A creature that you have your Will interact with must make a wisdom saving throw with a DC equal to your charisma Stat +5. A comprehensive list of all official character classes for Fifth Edition. If the effect ends before you have finished describing the modified memories, the creature's memory isn't altered. They in turn can communicate with you through theirs. You are resistant to necrotic damage. You also get a permenent boost to your ac as long as you are using your Unarmored ac formula. Spell Slots: The Vampire table shows how many spells slots you have to cast your spells of 1st level and higher. • 3 points Darkness Bite. Tools: None. You heal them equal to 1d4+ Your Charisma Modifier. If your hits points are above half your maximum hit points or you are at 0 hit points this feature ends. They will get an additional dice when you land a Critical hit. While in bat form, you can't speak, its walking speed is 5 feet, and you have a flying speed of 30 feet. If you didn't receive a formal burial, you must lie beneath a foot of earth at the place of your transition to undeath. Although the target isn't under the your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. While attached, the vampire bat doesn’t attack. A gnawing hunger burns within 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. After spending 1 hour in your resting place with 0 hit points, you regains 1 hit point. While you have 0 hit points in mist form, you can't revert to your vampire form, and you must reach your resting place within 2 hours or be destroyed. 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. To use your blood drain power, you need to grab your opponent. Hit Dice: d8. -Unlike most undead, you do need to sleep. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. To a maximum of 4d8 extra healing (5d8 total, which costs 10 crimson points. Starting at 9th level, you gain advantage on effects that would cause you to be charmed, frightened, or paralysed. Harmed by Running Water. Starting at 5th level, you can make two strikes with a weapon or unarmed, in which only one can be a bite, when you take the attack action on your turn. It is also known as the Second Inquisition. Sunlight completely cripples a Vampire player, but that is how it should be, no? A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Its statistics, other than its size and speed, are unchanged. -When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target. You gain an additional 120ft to your Dark vision, as a bonus action for 1 minute. Weapons: Simple weapons When making a vampire character, consider how you first became a vampire. With this your vampire defenses begin to strengthen your mind and body, You may add your charisma Modifier to all saving throws. You can choose between the Warrior, the Spellcaster or the Astral. Proficiencies. If you can't transform, you are destroyed. Your Shadow gains additional hit points equal to your level and it also adds your Charisma bonus to its AC, Saving throws and its attack and damage rolls. Undead, Constructs and creatures immune to being charmed aren't affected by this breath. The Vampire Prestige Class will remain Pay-What-You-Want through October 31st! As an action for 3 crimson points you can force a target you can see within 60ft that is casting a shadow to make a Charisma saving throw. If you succeed you take half damage. Once killed by the curse, you wake with a start the next night, ravenous for blood, and gain just enough Exp to increase your level, which must be invested into the Vampire class. Skills: None. The called creatures arrive in 1d4 rounds, acting as allies and obeying your spoken commands. You may use this feature a quantity of times equal to your charisma modifier, and you recover all your expended usages after a short or long rest. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can only have one shadow at any given time and it cannot cause other shadows to spawn from the body of creatures it slays. As an action, on a creature within 5ft of you, you can poor your own blood down there throat to heal them. There is no race-dependent, or even race-favoring class in D&D 5E. you use up your action for that turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn, this increases to three times at 11th level. -When you make a melee weapon attack, you can use your vampire unarmed strike instead of using a weapon which deals 1d4 slashing damage, this damage increases to 1d6 at 6th level, this damage increases to 1d8 at 10th level and 1d10 at 17th. As a Vampire, you gain the following class features: HIT POINTS. • 2 point Hunters mark Starting at 10th level, You can force a creature out of combat to roll a wisdom saving throw. Allowing you to gain advantage on any dialogue related skill check. your body and spirit, tempting you to descend into feral madness, if not properly maintained. Hit Dice: 1d10 per Vampire level What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Make a unarmed strike, rolling a d6 instead of the normal die for unarmed strike, and dealing piercing damage on a hit. You are unaffected by anything that affects only living creatures. You also gain a legendary resistance which can be used once per long rest. 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'. -You have vulnerability to radiant and silvered weapon damage. -You don't age and can't be magically aged. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath. The vampire bat can’t use its blindsight while deafened. You also gain life sense which allows you to see the light that most living creatures emit in addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. • 4 points nondetection and any effects of spells that target your Will affect your character instead. Tools: None Also when you are not in direct sunlight, you can use your bonus action to Spend 1 Crimson Point to polymorph into a Tiny/giant bat, into a dire wolf. ... Deixe os seus jogadores misturarem estas raças com qualquer classe e permite que criem personagens únicos e monstruosas. You start with 3 Crimson points and gain more as you level. Great Weapon Fighting. Otherwise, they become aware of the Wills presence. While outdoors, you can call 3d6+1 wolves instead. Move. Stake to the Heart. Tools: Disguise Kit The weapon must have the two-handed or versatile property for you to gain this benefit. You have a natural talent for magic, being able to draw from your cursed blood. Ths attack is considered a natural weapon attack, and you are considered to be proficient with it. This attack has no effect on constructs, elementals, oozes and undead. You can increase this effect by 1 Crimson Point to add an additional d4 to the heal, up to a max of 6d4. You gain proficiency in survival and have advantage on Wisdom(Perception) checks that rely on hearing or smell. And are resistant to weapon damage types that are not silvered. All class features must be listed in class table. • 4 points Vampiric Touch Once you have the first level, you may choose to continue leveling your character as normal, or you can level your vampire class, improving your vampiric abilities. Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. Starting at 1st level, you roll a d4, instead of the normal damage for unarmed strikes. 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. 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