Difference between revisions of "Vampire (5A)"
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Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. At dusk, when you are in your resting place with 0 hit points, you regain 1 hit point. | Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. At dusk, when you are in your resting place with 0 hit points, you regain 1 hit point. | ||
− | === | + | === Lord of Night === |
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn. | When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn. |
Revision as of 22:25, 30 October 2023
Starfox's 5th Edition Fan Page |
This is a Bogeyman subclass.
Backing out of the tavern with the merchant lord’s gaze locked onto his, the vampire slips into an alleyway nearby, baring his fangs to better slake his thirst on the blood of the foolish human trundling toward him.
Infused with unholy energies and driven by a thirst for blood, you are a master of the night, one of the most powerful undead.
Source: En5ider 83, heavily rewritten.
Immortality in Death
You are no longer a Humanoid, instead gaining the Undead type. This involves little physical change, your skin grows paler and colder but not blatantly so, and your powers are only visible when in use. You do not age, and if you are reduced to 0 hip points, you automatically stabilize. You can be destroyed only by burning or direct sunlight.
Your Dark Strike takes the form of claws that do slashing damage.
You gain vulnerability to radiant damage and you take an amount of radiant damage equal to your proficiency bonus if you start your turn in direct sunlight. Covering clothes and a parasol or wide-brimmed hat is sufficient to negate this damage unless you are surprised by the exposure to sunlight. You take an amount of acid damage equal to your level if you start your turn touching running water.
When unconscious, a wooden stake can be driven through your chest as an action with a Strength (Athletics) check with a DC equal to 10 + your Constitution save modifier. While staked like this, you appear dead but are paralyzed and unable to regain hit points in any way.
You gain no sustenance from food or drink, instead you must nourish yourself using the Bloodsucker ability, below.
You can’t enter a private residence without an invitation from one of the occupants. You can enter inns, stores, and other public places without an invitation.
Bloodsucker
You grow two sharp extendible fangs. These are a Dark Strike that inflicts piercing damage, but you cannot make normal attacks with your fangs. You can only attack with these fangs as a bonus action, and only against a creature that is willing, surprised, or in a grapple with you. When you use your fangs to deliver a Dark Strike, you regain hit points equal to the damage inflicted. This also satisfies your need for food and water for the day. You can choose to do less damage to preserve your victim. If you are unconscious but not destroyed or staked, you can be revived simply by feeding you fresh blood.
Cursed Charm
Starting at 3rd level, you can spend an action to target one humanoid you can see within 30 feet. If the target can see your eyes, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma bonus) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it interprets your requests or actions in the most favorable way it can, and it is a willing target for your Bloodsucker ability. If you are in combat with the target's allies, the target will not attack, instead using its action to Help defend you.
Each time you or your companions do anything harmful to the target other than using Bloodsucker, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until you take a bonus action to end the effect. The effect can also be ended as if it was a curse. A target that has saved against this ability or has had the curse negated automatically succeeds at a saving throw against it for the next seven days. After the effect ends, the target only vaguely remembers the time they were charmed charmed, as if these events happened in a dream.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Toughened Hide
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical and silvered weapons ignore this resistance.
Dark Form
Beginning at 7th level, if you aren’t in sunlight or running water, you can use a bonus action to Polymorph into a Bat or assume Gaseous Form. While in either of these forms you have advantage on Dexterity (Stealth) checks. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest.
Children of the Night
Beginning at 11th level, you can spend an action to magically call 2d6 Wolves, Swarms of Bats, or Swarms of Rats. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If you or they are touched by sunlight they disappear. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level, you can call 4d6 wolves or swarms.
Escaping Mist
Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. At dusk, when you are in your resting place with 0 hit points, you regain 1 hit point.
Lord of Night
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn.