theVoidWatches
2019-01-29, 02:43 PM
Welcome, vampires and Renfelds! This is my attempt to build a vampire class as a prestige class for players to take levels in. This is not intended to be used as a solo class.
Perquisites:
To take levels in this class, you must meet or exceed the following requirements:
Level: 3+
Ability Scores: Constitution 13+, Charisma 13+
Special: You must have been the victim of a vampire's Bite attack or Blood Drain attack.
The Vampire
Level
Features
Maximum Blood Dice
1
Bonus Proficiencies, Blood Dice, Bloodsucker, Undead Nature, Vampiric Taboo
2
2
Vampiric Focus
3
3
Hunter in the Night
4
4
Ability Score Improvement
6
5
Vampiric Fortitude
7
6
Vampiric Focus Feature
8
7
Silver Tongued Devil
9
8
Ability Score Improvement
11
9
Eternal Reign
12
10
Vampiric Focus Feature, Vampiric Fortitude Improvement
13
Class Features
As a Vampire, you gain the following class features:
Hit Points
Hit Dice: none (see Blood Dice)
Hit Points at 1st Level: n/a (prestige class)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Bonus Proficiencies
You gain proficiency in Charisma Saving Throws. Additionally, you gain proficiency in your choice of two of the following: Athletics, Deception, Intimidation, and Persuasion.
Blood Dice
As an undead creature, you do not have Hit Dice representing your vitality. Instead, you have blood dice, which are d8s and which represent the vitality you have drained from others. The maximum amount of blood dice you may have at once increases as you gain levels in this class, and is shown in the Maximum Blood Dice column of the Vampire table.
At the conclusion of every 24-hour period, you lose one blood die. If you have no blood dice at the end of a long rest, your maximum health is reduced by 3 for each level you have taken in this class. This reduction cannot be fixed except by acquiring more blood dice. If you take a long or short rest while your maximum health is reduced by this feature and you have at least one blood die, your maximum health is restored to its normal maximum. If your maximum health is reduced to 0 by this feature, you die and cannot be resurrected without sacrificing all of a single living creature's blood as part of the spell used to resurrect you.
You may spend one blood die as a bonus action to roll the die, add your constitution modifier, and regain that much health.
When you take this class or if you are resurrected, you begin with 1 blood die.
Bloodsucker
As a vampire, you subside solely on the blood of the living. To do so, you gain a special attack called Blood Drain.
When a living humanoid is within your reach and is either incapacitated or has their speed reduced to 0, you can use a bonus action to bite the target and drain blood from them. The targeted humanoid takes 1d4 piercing damage and 1d4 + your Charisma Modifier necrotic damage.
If you roll a 4 on one of the damage dice used in Blood Drain, or if this attack reduces the target to 0 HP, you regain 1 expended blood die.
This attack's damage increases by 1d4 necrotic damage when your character reaches 5th level (1d4 piercing + 2d4 + Cha necrotic), 11th level (1d4 piercing + 3d4 + Cha necrotic), and 17th level (1d4 piercing + 4d4 + Cha necrotic).
Undead Nature
As an undead creature, you have no need of much of the requirements of the living. You do not need to eat, drink, or breath, and are immune to disease. Additionally, you have advantage on saves against spells that would force you to fall asleep.
You do not sleep, but instead enter a form of hibernation. You need to hibernate for only 4 hours in order to gain the benefits of a long rest, and may spend the other 4 hours engaged in light activity such as reading or keeping watch.
You have resistance to necrotic damage. Additionally, you are vulnerable to radiant damage.
Vampiric Taboo
You are averse to several phenomena associated with vampiric lore (i.e. holy symbols, sunlight, running water, garlic, entering a home uninvited etc.). When you encounter one of these taboos you suffer disadvantage on all attack rolls and ability checks until the taboo is no longer present or in effect or you take an obvious action to resolve the taboo. This might involve recoiling from a holy symbol, counting quickly the fallen grains of rice, etc. The DM determines if an action counts as one of your taboos, and if your reaction resolves it. The DM may also choose to give you the option to spend a number of Blood Dice to resolve the taboo.
You can be effected by a taboo only once – when you first encounter it – and are thereafter immune to it until you have finished a short or long rest. Each taboo therefore requires you to endure it (and suffer disadvantage as outlined) or sacrifice an action with behaviour that might potentially reveal your nature as a vampire.
You must choose a number of taboos equal to 6 minus your Charisma modifier. If your Charisma modifier increases, choose one of your taboos to overcome and no longer suffer its effects.
Vampiric Focus
Beginning at level 2, your growing powers as a vampire begin to shape themselves according to your personality. Choose a focus for your vampiric powers from Dominating Mind, Creatures of the Night, Blood-Stained Hands, and Ghoulish Servitors. Your vampiric focus gives you features at 2nd, 6th, and 10th level, which are detailed at the end of this class description.
Hunter in the Night
Beginning at level 3, your skill at hunting the living as your prey grows as your mobility increases and your senses become sharp enough to hear heartbeats. You are always considered to be under the effects of the spider climb spell, and know the location of all living creatures within 30 feet of you.
Beginning at level 9, you can cast fly on yourself by spending 3 blood dice.
Ability Score Increase
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Vampiric Fortitude
Beginning at level 5, the stores of vitality within you help you maintain your health even when you don't draw on them. As long as you have at least 1 unexpended blood die, you gain Temporary Hit Points equal to the number of unexpended blood dice you have at the beginning of each of your turns.
Beginning at level 10, you may add your Charisma modifier to the amount of Temporary Hit Points gained from this feature.
This feature does not function while you are in direct sunlight.
Silver Tongued Devil
Beginning at 7th level, your vampiric nature smooths over mistakes in the minds of others, making you always appear graceful and perfect. If you roll a 10 or below on the die when rolling a Charisma check, you may treat the roll as an 11.
Eternal Reign
Beginning at level 9, if you die you can be resurrected without casting a spell. To do so, a living humanoid must be drained of all of its blood and the blood on your remains. This brings you back to life with 1 blood die.
Vampiric Focuses
Dominating Mind
Your vampiric power and the store of stolen vitality within you allows you to warp the minds of the living, helping you hunt them down without them knowing or caring
Blood-Stained Tongue
Beginning at 2nd level, you learn how to cast Friends and Vicious Mockery.
Additionally, you can cast Charm Person or Command at 1st level by spending 1 blood die.
Charisma is your spellcasting ability for these spells.
Charming Devil
Beginning at 6th level, you can spend additional blood dice when casting Charm Person or Command to upcast them by 1 level per additional blood die spent, to a maximum spell level of half your vampire level (rounded up).
Additionally, you can cast Suggestion or Hold Person at 2nd level by spending 2 blood dice, and targets that are charmed by you have disadvantage when resisting your Blood Drain attack.
Charisma is your spellcasting ability for these spells.
Master of the Mind
Beginning at 10th level, you can spend additional blood dice when casting Hold Person to upcast it by 1 level per additional blood die spent, to a maximum of half your vampire level (rounded up). You can spend additional blood dice when casting Suggestion to choose one additional target per additional blood die spent, to a maximum of half your vampire level (rounded up). When you do so, you must suggest one course of action for all of the targets.
Additionally, you can spend 3 blood dice to cast Dominate Beast at 4th level, or 4 blood dice to cast Dominate Person at 5th level.
Charisma is your spellcasting ability for these spells.
[I]
Creatures of the Night
Your vampiric power and store of stolen vitality allows you to warp your own body into other forms, becoming a true hunter.
Wolf Form
Beginning at 2nd level, you can spend 1 blood die as a bonus action to transform into a wolf. All of your abilities and features are replaced by those of a wolf, but you retain your alignment, personality, health, and your Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of a wolf. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so - this includes your Blood Dice and Bloodsucker features. Your equipment merges into your body and reforms when you return to your normal shape, which you can do as a bonus action.
When you are a wolf, you regain 1 expended blood die whenever you reduce a hostile creature to 0 hp.
If you are reduced to 0 HP as a wolf, you are returned to your normal shape with HP equal to the number of unexpended blood dice you have plus your Constitution modifier, and cannot transform into a wolf again until after a long or short rest.
Bat Form
Beginning at 6th level, you can spend 2 blood dice as a bonus action to transform into your choice of a bat or a swarm of bats. All of your abilities and features are replaced by those of a bat or swarm of bats, but you retain your alignment, personality, health, and your Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of a bat or swarm of bats. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so - this includes your Blood Dice and Bloodsucker features. Your equipment merges into your body and reforms when you return to your normal shape, which you can do as a bonus action.
If you are reduced to 0 HP as a bat or swarm of bats, you are returned to your normal shape with HP equal to the number of unexpended blood dice you have plus your Constitution modifier, and cannot transform into a bat or swarm of bats again until after a long or short rest.
Additionally, when you use your Wolf Form feature, you transform into a Dire Wolf instead of a Wolf.
Mist Form
Beginning at level 10, you can spend 3 blood dice as a bonus action to transform into a cloud of mist. While you are a cloud of mist, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, but you can't pass through water. You have advantage on Strength, Dexterity, and Constitution savingthrows, and are immune to all nonmagical damage.
If you are reduced to 0 HP in your normal form, you automatically transform into a mist as a reaction as long as you have at least 3 blood dice, which are expended. After you do so, you have HP equal to the number of unexpended blood dice you have plus your Constitution modifier. If you do not have at least 3 blood dice, you fall unconscious as normal.
If you are reduced to 0 HP in your mist form, you die.
Additionally, when you use your Wolf Form feature, you gain the Multiattack feature, allowing you to make 2 bite attacks as an action.
[I]Blood-Stained Hands
Your vampiric power and store of stolen vitality has turned inward, boosting your physical abilities to beyond mortal limits.
Blood-Soaked Vitality
Beginning at level 2, your maximum health increases by 2, and increases by 1 whenever you take a level in this class. Additionally, your unarmed strikes deal 1d6 slashing damage, and you may use either your Str or Dex to attack with them. If you hit with an unarmed strike, you may choose to automatically grapple your target instead of dealing damage.
Burning Blood
Beginning at level 2, you can spend your stolen vitality to enhance your physical abilities. You gain the following options to spend your blood dice:
When you make a weapon attack against a creature, you can expend one blood die to add it to the attack roll. You can do so before or after making the attack roll, but before any of the effects of the attack are applied.
When you damage a creature with a weapon attack, you can expend one blood die to add it to the damage roll as necrotic damage. You can use this ability after rolling damage.
When you are the target of an attack, you may spend a blood die as a reaction to roll the die and subtract the result from the attack roll. You can use this ability after the attack roll is made, but before the DM tells you the result.
When you are damaged by a melee attack, you may spend 1 blood die as a reaction to immediately make 1 melee weapon attack against the creature which damaged you. If your attack hits, you regain health lost to the triggering attack up to a maximum of your own damage roll.
When you make a Strength, Dexterity, or Constitution saving throw, you may spend a blood die as a reaction to roll the die and add the result to your roll. You can use this ability after making the roll, but before the DM tells you the result.
Extra Attack
Beginning at level 6, you can attack twice instead of once when you take the Attack action.
Fueled by Death
Beginning at level 10, whenever you expend blood dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Additionally, whenever you reduce a living humanoid to 0 HP with a weapon attack, you may immediately regain 1 expended blood die.
Ghoulish Servitors
Your vampiric power and store of stolen vitality manifests as a hold over those you have slain. You can raise them as loyal servants - slaves, really.
Half-Turned Slaves
Beginning at level 2, when you reduce a target to 0 HP using your Blood Drain attack, you may choose to transform them into a zombie instead of regaining an expended blood die. The zombie is completely loyal to you and will obey any commands you give it to the best of its ability. You may command it as a bonus action.
You may only have a number of zombies equal to or less than half of your Vampire level under your control at once using this feature. If you raise an additional zombie, one of your existing zombies crumbles to dust.
If you are reduced to 0 HP, you can instead choose one of your zombies as a reaction and cause it to crumble into dust. If you do so, you are reduced to 1 HP instead of 0.
Ghoulish Lieutenant
Beginning at level 6, when you use your Half-Turned Slaves to transform a victim into a zombie, you may expend a blood die to instead transform them into a ghoul. The ghoul is completely loyal to you and will obey any commands you give it to the best of its ability. You may command it as a bonus action, and it can spend its own bonus action to command your zombies, unless you tell it otherwise.
Your ghoul retains any proficiencies it had in life, but does not remember specific information unless it is covered by a skill check.
You can only command 1 ghoul at a time using this feature. If you raise a second ghoul, your first ghoul crumbles into dust.
Additionally, your ghoul and any zombies you have created using your Half-Turned Slaves feature increase their maximum health by your Vampire level, and they may add your Proficiency bonus to their attack and damage rolls.
Slavish Loyalty
Beginning at 10th level, you may command your zombies or your ghoul without speaking or spending a bonus action.
You may spend a bonus action to destroy any number of your zombies or your ghoul, causing them to crumble to dust. If you do so, you regain 1 expended blood die for each zombie you destroy, and 2 expended blood dice if you destroy your ghoul. You may then spend as many blood dice as you regained using this feature to roll them, adding the result of each die + your Constitution modifier to your health.
v0.1 Initial Release!
Initial Release
v0.1.1
Corrected a handful of typos.
Turns out Suggestion doesn't have an upcast, so I specified that it should allow selecting multiple targets when you spend extra blood dice (this shouldn't be too powerful in comparison to Mass Suggestion, since that has a way better duration and can do way more targets.
v0.1.2
Added perquisite that you must have been bitten by a vampire.
Removed proficiencies section - instead gave a first-level feature Bonus Proficiencies.
Changed Blood Drain to always be a bonus action and require a grappled target.
Renamed Regeneration to Vampiric Fortitude.
v0.2 Now with Drawbacks!
Blood dice are now lost over time instead of gained over time, and if you run out then your maximum hit points will be reduced instead.
To counter the loss of blood dice over time, the maximum blood dice have been increased at every level, as has the rate at which your maximum increases.
Added the Vampiric Weaknesses feature.
Vampiric Fortitude will no longer function in sunlight.
v0.2.1
Adjusted wording of Bloodsucker.
v0.2.3
Blood Drain now scales as a cantrip, gaining an additional 1d4 necrotic damage at levels 5, 11, and 17. It now reaches 1d4 piercing + 4d4 necrotic damage. However, it no longer adds your Charisma modifier to the damage.
Replaced Well of Blood with Eternal Reign, which still lets you be resurrected without a spell but no longer gives you back used blood dice.
v0.3 Different Taboos
Fixed some typos.
Turned the Vampiric Weaknesses section into Vampiric Taboo based on CunningKindred's suggestion of how to handle taboos. The number of taboos is lower with higher charisma scores, but even with 20 you still end up with 1 taboo.
Altered how the Blood Dice Feature reduces your max health. Instead of a relatively static amount that could be ignored for some time by most high-level characters, the amount increases based on how many levels you take in this class. This is to represent a growing thirst for and dependence on blood as you develop your vampiric powers - a high-level barbarian who has only a single level of Vampire could ignore his thirst for quite a long time, but someone who devotes themselves more to their growing vampiric power would have greater need of blood.
v0.3.1
Clarified some wordings.
Blood Drain adds your Charisma Modifier to damage again.
Perquisites:
To take levels in this class, you must meet or exceed the following requirements:
Level: 3+
Ability Scores: Constitution 13+, Charisma 13+
Special: You must have been the victim of a vampire's Bite attack or Blood Drain attack.
The Vampire
Level
Features
Maximum Blood Dice
1
Bonus Proficiencies, Blood Dice, Bloodsucker, Undead Nature, Vampiric Taboo
2
2
Vampiric Focus
3
3
Hunter in the Night
4
4
Ability Score Improvement
6
5
Vampiric Fortitude
7
6
Vampiric Focus Feature
8
7
Silver Tongued Devil
9
8
Ability Score Improvement
11
9
Eternal Reign
12
10
Vampiric Focus Feature, Vampiric Fortitude Improvement
13
Class Features
As a Vampire, you gain the following class features:
Hit Points
Hit Dice: none (see Blood Dice)
Hit Points at 1st Level: n/a (prestige class)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Bonus Proficiencies
You gain proficiency in Charisma Saving Throws. Additionally, you gain proficiency in your choice of two of the following: Athletics, Deception, Intimidation, and Persuasion.
Blood Dice
As an undead creature, you do not have Hit Dice representing your vitality. Instead, you have blood dice, which are d8s and which represent the vitality you have drained from others. The maximum amount of blood dice you may have at once increases as you gain levels in this class, and is shown in the Maximum Blood Dice column of the Vampire table.
At the conclusion of every 24-hour period, you lose one blood die. If you have no blood dice at the end of a long rest, your maximum health is reduced by 3 for each level you have taken in this class. This reduction cannot be fixed except by acquiring more blood dice. If you take a long or short rest while your maximum health is reduced by this feature and you have at least one blood die, your maximum health is restored to its normal maximum. If your maximum health is reduced to 0 by this feature, you die and cannot be resurrected without sacrificing all of a single living creature's blood as part of the spell used to resurrect you.
You may spend one blood die as a bonus action to roll the die, add your constitution modifier, and regain that much health.
When you take this class or if you are resurrected, you begin with 1 blood die.
Bloodsucker
As a vampire, you subside solely on the blood of the living. To do so, you gain a special attack called Blood Drain.
When a living humanoid is within your reach and is either incapacitated or has their speed reduced to 0, you can use a bonus action to bite the target and drain blood from them. The targeted humanoid takes 1d4 piercing damage and 1d4 + your Charisma Modifier necrotic damage.
If you roll a 4 on one of the damage dice used in Blood Drain, or if this attack reduces the target to 0 HP, you regain 1 expended blood die.
This attack's damage increases by 1d4 necrotic damage when your character reaches 5th level (1d4 piercing + 2d4 + Cha necrotic), 11th level (1d4 piercing + 3d4 + Cha necrotic), and 17th level (1d4 piercing + 4d4 + Cha necrotic).
Undead Nature
As an undead creature, you have no need of much of the requirements of the living. You do not need to eat, drink, or breath, and are immune to disease. Additionally, you have advantage on saves against spells that would force you to fall asleep.
You do not sleep, but instead enter a form of hibernation. You need to hibernate for only 4 hours in order to gain the benefits of a long rest, and may spend the other 4 hours engaged in light activity such as reading or keeping watch.
You have resistance to necrotic damage. Additionally, you are vulnerable to radiant damage.
Vampiric Taboo
You are averse to several phenomena associated with vampiric lore (i.e. holy symbols, sunlight, running water, garlic, entering a home uninvited etc.). When you encounter one of these taboos you suffer disadvantage on all attack rolls and ability checks until the taboo is no longer present or in effect or you take an obvious action to resolve the taboo. This might involve recoiling from a holy symbol, counting quickly the fallen grains of rice, etc. The DM determines if an action counts as one of your taboos, and if your reaction resolves it. The DM may also choose to give you the option to spend a number of Blood Dice to resolve the taboo.
You can be effected by a taboo only once – when you first encounter it – and are thereafter immune to it until you have finished a short or long rest. Each taboo therefore requires you to endure it (and suffer disadvantage as outlined) or sacrifice an action with behaviour that might potentially reveal your nature as a vampire.
You must choose a number of taboos equal to 6 minus your Charisma modifier. If your Charisma modifier increases, choose one of your taboos to overcome and no longer suffer its effects.
Vampiric Focus
Beginning at level 2, your growing powers as a vampire begin to shape themselves according to your personality. Choose a focus for your vampiric powers from Dominating Mind, Creatures of the Night, Blood-Stained Hands, and Ghoulish Servitors. Your vampiric focus gives you features at 2nd, 6th, and 10th level, which are detailed at the end of this class description.
Hunter in the Night
Beginning at level 3, your skill at hunting the living as your prey grows as your mobility increases and your senses become sharp enough to hear heartbeats. You are always considered to be under the effects of the spider climb spell, and know the location of all living creatures within 30 feet of you.
Beginning at level 9, you can cast fly on yourself by spending 3 blood dice.
Ability Score Increase
When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Vampiric Fortitude
Beginning at level 5, the stores of vitality within you help you maintain your health even when you don't draw on them. As long as you have at least 1 unexpended blood die, you gain Temporary Hit Points equal to the number of unexpended blood dice you have at the beginning of each of your turns.
Beginning at level 10, you may add your Charisma modifier to the amount of Temporary Hit Points gained from this feature.
This feature does not function while you are in direct sunlight.
Silver Tongued Devil
Beginning at 7th level, your vampiric nature smooths over mistakes in the minds of others, making you always appear graceful and perfect. If you roll a 10 or below on the die when rolling a Charisma check, you may treat the roll as an 11.
Eternal Reign
Beginning at level 9, if you die you can be resurrected without casting a spell. To do so, a living humanoid must be drained of all of its blood and the blood on your remains. This brings you back to life with 1 blood die.
Vampiric Focuses
Dominating Mind
Your vampiric power and the store of stolen vitality within you allows you to warp the minds of the living, helping you hunt them down without them knowing or caring
Blood-Stained Tongue
Beginning at 2nd level, you learn how to cast Friends and Vicious Mockery.
Additionally, you can cast Charm Person or Command at 1st level by spending 1 blood die.
Charisma is your spellcasting ability for these spells.
Charming Devil
Beginning at 6th level, you can spend additional blood dice when casting Charm Person or Command to upcast them by 1 level per additional blood die spent, to a maximum spell level of half your vampire level (rounded up).
Additionally, you can cast Suggestion or Hold Person at 2nd level by spending 2 blood dice, and targets that are charmed by you have disadvantage when resisting your Blood Drain attack.
Charisma is your spellcasting ability for these spells.
Master of the Mind
Beginning at 10th level, you can spend additional blood dice when casting Hold Person to upcast it by 1 level per additional blood die spent, to a maximum of half your vampire level (rounded up). You can spend additional blood dice when casting Suggestion to choose one additional target per additional blood die spent, to a maximum of half your vampire level (rounded up). When you do so, you must suggest one course of action for all of the targets.
Additionally, you can spend 3 blood dice to cast Dominate Beast at 4th level, or 4 blood dice to cast Dominate Person at 5th level.
Charisma is your spellcasting ability for these spells.
[I]
Creatures of the Night
Your vampiric power and store of stolen vitality allows you to warp your own body into other forms, becoming a true hunter.
Wolf Form
Beginning at 2nd level, you can spend 1 blood die as a bonus action to transform into a wolf. All of your abilities and features are replaced by those of a wolf, but you retain your alignment, personality, health, and your Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of a wolf. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so - this includes your Blood Dice and Bloodsucker features. Your equipment merges into your body and reforms when you return to your normal shape, which you can do as a bonus action.
When you are a wolf, you regain 1 expended blood die whenever you reduce a hostile creature to 0 hp.
If you are reduced to 0 HP as a wolf, you are returned to your normal shape with HP equal to the number of unexpended blood dice you have plus your Constitution modifier, and cannot transform into a wolf again until after a long or short rest.
Bat Form
Beginning at 6th level, you can spend 2 blood dice as a bonus action to transform into your choice of a bat or a swarm of bats. All of your abilities and features are replaced by those of a bat or swarm of bats, but you retain your alignment, personality, health, and your Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of a bat or swarm of bats. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so - this includes your Blood Dice and Bloodsucker features. Your equipment merges into your body and reforms when you return to your normal shape, which you can do as a bonus action.
If you are reduced to 0 HP as a bat or swarm of bats, you are returned to your normal shape with HP equal to the number of unexpended blood dice you have plus your Constitution modifier, and cannot transform into a bat or swarm of bats again until after a long or short rest.
Additionally, when you use your Wolf Form feature, you transform into a Dire Wolf instead of a Wolf.
Mist Form
Beginning at level 10, you can spend 3 blood dice as a bonus action to transform into a cloud of mist. While you are a cloud of mist, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, but you can't pass through water. You have advantage on Strength, Dexterity, and Constitution savingthrows, and are immune to all nonmagical damage.
If you are reduced to 0 HP in your normal form, you automatically transform into a mist as a reaction as long as you have at least 3 blood dice, which are expended. After you do so, you have HP equal to the number of unexpended blood dice you have plus your Constitution modifier. If you do not have at least 3 blood dice, you fall unconscious as normal.
If you are reduced to 0 HP in your mist form, you die.
Additionally, when you use your Wolf Form feature, you gain the Multiattack feature, allowing you to make 2 bite attacks as an action.
[I]Blood-Stained Hands
Your vampiric power and store of stolen vitality has turned inward, boosting your physical abilities to beyond mortal limits.
Blood-Soaked Vitality
Beginning at level 2, your maximum health increases by 2, and increases by 1 whenever you take a level in this class. Additionally, your unarmed strikes deal 1d6 slashing damage, and you may use either your Str or Dex to attack with them. If you hit with an unarmed strike, you may choose to automatically grapple your target instead of dealing damage.
Burning Blood
Beginning at level 2, you can spend your stolen vitality to enhance your physical abilities. You gain the following options to spend your blood dice:
When you make a weapon attack against a creature, you can expend one blood die to add it to the attack roll. You can do so before or after making the attack roll, but before any of the effects of the attack are applied.
When you damage a creature with a weapon attack, you can expend one blood die to add it to the damage roll as necrotic damage. You can use this ability after rolling damage.
When you are the target of an attack, you may spend a blood die as a reaction to roll the die and subtract the result from the attack roll. You can use this ability after the attack roll is made, but before the DM tells you the result.
When you are damaged by a melee attack, you may spend 1 blood die as a reaction to immediately make 1 melee weapon attack against the creature which damaged you. If your attack hits, you regain health lost to the triggering attack up to a maximum of your own damage roll.
When you make a Strength, Dexterity, or Constitution saving throw, you may spend a blood die as a reaction to roll the die and add the result to your roll. You can use this ability after making the roll, but before the DM tells you the result.
Extra Attack
Beginning at level 6, you can attack twice instead of once when you take the Attack action.
Fueled by Death
Beginning at level 10, whenever you expend blood dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Additionally, whenever you reduce a living humanoid to 0 HP with a weapon attack, you may immediately regain 1 expended blood die.
Ghoulish Servitors
Your vampiric power and store of stolen vitality manifests as a hold over those you have slain. You can raise them as loyal servants - slaves, really.
Half-Turned Slaves
Beginning at level 2, when you reduce a target to 0 HP using your Blood Drain attack, you may choose to transform them into a zombie instead of regaining an expended blood die. The zombie is completely loyal to you and will obey any commands you give it to the best of its ability. You may command it as a bonus action.
You may only have a number of zombies equal to or less than half of your Vampire level under your control at once using this feature. If you raise an additional zombie, one of your existing zombies crumbles to dust.
If you are reduced to 0 HP, you can instead choose one of your zombies as a reaction and cause it to crumble into dust. If you do so, you are reduced to 1 HP instead of 0.
Ghoulish Lieutenant
Beginning at level 6, when you use your Half-Turned Slaves to transform a victim into a zombie, you may expend a blood die to instead transform them into a ghoul. The ghoul is completely loyal to you and will obey any commands you give it to the best of its ability. You may command it as a bonus action, and it can spend its own bonus action to command your zombies, unless you tell it otherwise.
Your ghoul retains any proficiencies it had in life, but does not remember specific information unless it is covered by a skill check.
You can only command 1 ghoul at a time using this feature. If you raise a second ghoul, your first ghoul crumbles into dust.
Additionally, your ghoul and any zombies you have created using your Half-Turned Slaves feature increase their maximum health by your Vampire level, and they may add your Proficiency bonus to their attack and damage rolls.
Slavish Loyalty
Beginning at 10th level, you may command your zombies or your ghoul without speaking or spending a bonus action.
You may spend a bonus action to destroy any number of your zombies or your ghoul, causing them to crumble to dust. If you do so, you regain 1 expended blood die for each zombie you destroy, and 2 expended blood dice if you destroy your ghoul. You may then spend as many blood dice as you regained using this feature to roll them, adding the result of each die + your Constitution modifier to your health.
v0.1 Initial Release!
Initial Release
v0.1.1
Corrected a handful of typos.
Turns out Suggestion doesn't have an upcast, so I specified that it should allow selecting multiple targets when you spend extra blood dice (this shouldn't be too powerful in comparison to Mass Suggestion, since that has a way better duration and can do way more targets.
v0.1.2
Added perquisite that you must have been bitten by a vampire.
Removed proficiencies section - instead gave a first-level feature Bonus Proficiencies.
Changed Blood Drain to always be a bonus action and require a grappled target.
Renamed Regeneration to Vampiric Fortitude.
v0.2 Now with Drawbacks!
Blood dice are now lost over time instead of gained over time, and if you run out then your maximum hit points will be reduced instead.
To counter the loss of blood dice over time, the maximum blood dice have been increased at every level, as has the rate at which your maximum increases.
Added the Vampiric Weaknesses feature.
Vampiric Fortitude will no longer function in sunlight.
v0.2.1
Adjusted wording of Bloodsucker.
v0.2.3
Blood Drain now scales as a cantrip, gaining an additional 1d4 necrotic damage at levels 5, 11, and 17. It now reaches 1d4 piercing + 4d4 necrotic damage. However, it no longer adds your Charisma modifier to the damage.
Replaced Well of Blood with Eternal Reign, which still lets you be resurrected without a spell but no longer gives you back used blood dice.
v0.3 Different Taboos
Fixed some typos.
Turned the Vampiric Weaknesses section into Vampiric Taboo based on CunningKindred's suggestion of how to handle taboos. The number of taboos is lower with higher charisma scores, but even with 20 you still end up with 1 taboo.
Altered how the Blood Dice Feature reduces your max health. Instead of a relatively static amount that could be ignored for some time by most high-level characters, the amount increases based on how many levels you take in this class. This is to represent a growing thirst for and dependence on blood as you develop your vampiric powers - a high-level barbarian who has only a single level of Vampire could ignore his thirst for quite a long time, but someone who devotes themselves more to their growing vampiric power would have greater need of blood.
v0.3.1
Clarified some wordings.
Blood Drain adds your Charisma Modifier to damage again.