A blog about the peoples and places of the fictional D & D world of Sublanarya during the Tytanyan Age.
Showing posts with label options. Show all posts
Showing posts with label options. Show all posts
Thursday, January 18, 2018
Naryan Class Options: The Urban Ranger
Rangers are often found guarding the barriers between civilization and wilderness: they are masters of their terrain, their senses are superhuman and have learned skills that allow them to be the best hunters in the world. They are warriors of the wilderness, independent and adventurous, but what if they were to make the rooftops, alleys and sewers of a city their domain?
The urban ranger is a mix of mercenary and vigilante, often working for the highest bidder or the city guard, and supplement their survival skills with street smarts. Urban rangers have mastered the skills to blend into any city's background,
The Urban Ranger is assumed to work in conjunction with the Revised Ranger.
Sewer Immunity
You move through a sewer with the confidence that most move through an empty hallway.
Starting at 3rsd level, you are immune to poison and disease.
Parkour Master
Your finger and toe tips manage to find every nook and cranny in the masonry of the city and you are extremely apt at finding your footing. This allows you to chase your prey through the rooftops and back alleys with impressive speed and agility.
Starting at 3rd level, when you are prone, standing up only used up 5 feet of your movement. Also, your movement speed is not halved when climbing and you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Also, you can move through your allies squares at full movement speed and you can move through enemy squares at half speed.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
"I've Seen **** You Wouldn't Believe!"
There are horrors in cities that they have witnessed: crime scenes, monstrous mutants and cruelty only imaginable in humanoid minds.
Starting at 7th level, you gain proficiency in Wisdom saving throws.
City Sentinel
You blend into the city masonry like a gargoyle and can slip out of sight in the blink of an eye.
Starting at 11th level, you can use a Hide as a bonus action on your turn. Also, you gain double advantage* on Stealth checks while hiding in dim light or darkness.
*When you have double advantage, you roll three times and use the highest result.
"This Is My City!"
You can claim a city as your territory. It is your city. There are many cities, but this one is under your protection.
Starting at 15th level, you claim a city as your domain. When you do so, you create a permanent teleportation circle in a safe location in that city as if casting the teleportation circle spell. You can open a portal to this location as an action and keep this portal open for up to 1 minute. To open another portal, you must first take a short rest.
To claim a new city as your domain you must first spend 24 hours in the city.
While in your city, you have advantage on all ability checks, attack rolls or saving throws in the city.
Sunday, November 12, 2017
Naryan Class Options: Way of the Unblinking Eye Monk
Monks are disciplined warriors who find balance between mind, spirit and body, honing their energy--their ki-- into supernatural techniques that enhance their offensive and defensive abilities in battle. Each monastery has different ideals that inform their disciplines; some are guardians who learn mastery of the body to defend their order, some are stealthy assassins who move like shadows to seek out their enemies and destroy them, and some master the elements to help the people with mage like abilities. Others are scholars who seek knowledge. Some go too far.
Some monks look for answers to questions that no mortal should ask. And sometimes someone answers. The answers they give are not for mortal minds to bear. The monks that survive and keep guard the world from these truths are the monks of The Unblinking Eye. They are corrupted by the void, the mysterious enigmas of space and time, and by forces beyond even the gods. Yet, they manage to contain the madness, tame the impossible and repurpose it as armor and weapons against their foes.
The Unblinking Eye monks are interested in attaining knowledge, protecting forbidden knowledge, and protecting the world from the forces that would corrupt it.
Corrupted Ki
Starting when you choose this path at 3rd level, your mind echoes out of itself as it tries to escape the horrible truth. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Also, you can spend a ki point to add your proficiency bonus to an Arcana, History, Nature or Religion skill check.
Also, your ki has been corrupted by the unknowable knowledge that you learned but cannot unlearn. You gain the ability to disable your opponents with your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
Fading Spirit
Starting at 6th level, you gain the ability to destabilize reality to blink in and out of existence. As a bonus action, you can spend 2 ki points to cast blur or misty step.
Reforged Mind
By 11th level, you have learned ways to shield your mind from invasion. Your thoughts can’t be read by telepathy or other means unless you allow it. Furthermore, you cannot be charmed while conscious and have advantage on saving throws against abilities that would compel your actions.
You also have resistance to psychic damage, and, whenever a creature deals psychic damage to you, they must make a Wisdom saving throw or take your monk level in psychic damage.
The Ethereal Eye
At 17th level, by gazing into the void, you have obtained truth. You gain true sight up to 120 feet. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.
Furthermore, you can see into the Ethereal Plane and interact/affect creatures and objects within the ethereal plane as if they were part of the material plane.
Some monks look for answers to questions that no mortal should ask. And sometimes someone answers. The answers they give are not for mortal minds to bear. The monks that survive and keep guard the world from these truths are the monks of The Unblinking Eye. They are corrupted by the void, the mysterious enigmas of space and time, and by forces beyond even the gods. Yet, they manage to contain the madness, tame the impossible and repurpose it as armor and weapons against their foes.
The Unblinking Eye monks are interested in attaining knowledge, protecting forbidden knowledge, and protecting the world from the forces that would corrupt it.
Corrupted Ki
Starting when you choose this path at 3rd level, your mind echoes out of itself as it tries to escape the horrible truth. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Also, you can spend a ki point to add your proficiency bonus to an Arcana, History, Nature or Religion skill check.
Also, your ki has been corrupted by the unknowable knowledge that you learned but cannot unlearn. You gain the ability to disable your opponents with your ki. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Constitution saving throw or be blinded, deafened, or poisoned until the end of their next turn.
- It must succeed on an Intelligence saving throw. If they fail, the creature can't cast spells, use psionics, activate magic items, understand language, or communicate in any intelligible way until the end of their next turn.
- If the target can hear you (though it need not understand you) or your thoughts, it must succeed on a Wisdom saving throw or take 1d4 psychic damage. The psychic damage increases to 2d4 at 5th, 3d4 at 11th, and 4d4 at 17th.
Fading Spirit
Starting at 6th level, you gain the ability to destabilize reality to blink in and out of existence. As a bonus action, you can spend 2 ki points to cast blur or misty step.
Reforged Mind
By 11th level, you have learned ways to shield your mind from invasion. Your thoughts can’t be read by telepathy or other means unless you allow it. Furthermore, you cannot be charmed while conscious and have advantage on saving throws against abilities that would compel your actions.
You also have resistance to psychic damage, and, whenever a creature deals psychic damage to you, they must make a Wisdom saving throw or take your monk level in psychic damage.
The Ethereal Eye
At 17th level, by gazing into the void, you have obtained truth. You gain true sight up to 120 feet. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.
Furthermore, you can see into the Ethereal Plane and interact/affect creatures and objects within the ethereal plane as if they were part of the material plane.
Friday, November 10, 2017
Character Crunch: Satyrs, Centaurs & Minotaurs of Geleda
Ability Score Increase You increase your Dexterity by 2 and your Charisma by 1.
Alignment. Satyrs have little to no interest in questions of
morality or ethics. They are interested in one thing and one thing only:
partying. Some satyrs will stoop to any low to entertain themselves,
others play cruel games, and others are more benevolent in their
merry-making. Satyrs tend to be chaotic neutral.
Size. Your are similarly sized to a human. Your size is Medium.
Speed. Your base walking speed is 35 feet.Merry-Maker. You have proficiency with the Performance skill and in one instrument.
Ram. Your horns are a strong natural melee weapon, which can be used to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 2d4+ your Strength modifier.
Charging Ram. When you use the Dash action on your turn, you may use a bonus action to make a ram attack. If you hit with a ram attack against a Medium sized or smaller creature, after taking a Dash action, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed away 5 feet (your choice).
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Extra Languages. In addition to speaking Common, satyrs speak Elvish and Sylvan.
Ability Score Increase You increase your Strength by 2 and your Dexterity by 1.
Alignment. Centaurs are peace-loving nomads that try to avoid conflict but, when pressed, are fierce opponents to evil. They tend to be neutral good but those that have had a bad experience with civilized people may be more chaotic.
Size. Your are similarly sized to a draft horse. Your size is Large. You can carry twice the weight of a medium sized creature and double the weight you can push, pull, lift and drag.
Speed. Your base walking speed is 40 feet.Runner. You have proficiency in the Athletics skill.
Charge. If you move at least 30 feet towards a target and hit it with a melee weapon attack, they also take an additional weapon dice. You can only use this once per turn.
Hooves. Your kicks are a strong natural melee weapon, which can be used to make unarmed strikes. Each attack with your hooves deal bludgeoning damage equal to 1d6 + your Strength modifier. Once per round, you may deal an additional weapon dice with one of your hoof attacks.
Trample. When you take the Dash action on your turn, you can move through the squares of Medium sized or smaller creature. They can take a reaction to move five feet into the nearest unoccupied square but, if they do so, they cannot take an opportunity attack against you during this turn. If they do not move, you can make a hoof melee attack against them as a free action.
Barding Required: Armor made for a centaur costs four times as much as a medium sized humanoid and weighs twice as much.
Extra Languages. In addition to speaking Common, centaurs speak Elvish and Sylvan.
Ability Score Increase You increase your Strength by 2 and your Wisdom by 1.
Alignment. Labyrinthine minotaurs follow strict codes of honor and tradition passed down through their culture. They are loyal companions and dangerous foes. Living in the World Below is harsh, often brutal and extremely competitive, and therefore their race tends toward evil.
Size. Labyrinthine minotaurs are smaller than their more monstrous savage cousins. They are Medium size.
Speed. Your base walking speed is 30 feet. Gore. Your horns are a deadly natural melee weapon, which can be used to make unarmed strikes. You attack with your horns (a gore attack) and, if you hit, you deal piercing damage equal to 1d10+ your Strength modifier. If you move at least 30 feet before your hit the creature, they must also make a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they are knocked prone or pushed 10 feet away from you (your choice).
Raging Bull. When you use the Dash action on your turn, you may use a bonus action to make a gore attack and if you hit you deal an extra weapon dice.
Beast of Burden. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Labyrinthine Recall. Labyrinthine minotaurs can perfectly recall any path they have traveled.
Languages. You can speak, read and write Common.
Monday, October 16, 2017
Naryan Class Options: Bard: College of Jesters
Good comedy requires a mastery of timing, understanding the audience, and the confidence to do whatever it takes to get the desired result. The College of Jesters is the school for the bard that wants to create a stage persona that an audience can't look away from. Clowns, fools and tricksters, these bards use a combination of magic, tumbling, pratfalls, juggling and jokes to always keep focus on them--in and out of combat. To a jester, everywhere is a stage and comedy is just tragedy plus time.
Adventurers from this school seek to take their show out of the court and on the road.
Bonus Proficiencies
At 3rd level you gain proficiency in three skills.
Mask of the Fool
At 3rd level, you create your unique mask. It can be made of wood, leather, metal, or any other suitable material. It can even be made of make-up. The mask is a representation of your "stage persona" and imbued with the magic that comes from a practiced performance. The mask is contorted into an expression of joy or anguish that shifts subtly with your actions.
If the mask is destroyed or lost, you can create another one with ten minutes of concentration.
The Mask of the Fool turns you into a master of physical comedy and can imbue with unnatural agility that makes your pratfalls aid you. The Mask of the Fool grants you the following abilities:
- You gain a +2 shield bonus to your armor class if you are not wielding a shield.
- You gain the ability to tumble and can Disengage as a bonus action.
- You also gain the ability to trip an opponent as a bonus action. When you do so, you make a Strength or Dexterity check contesting the creature's Strength or Dexterity to knock them prone or push them 5 feet away from you.
- You gain the ability to pratfall as a move action to distract your foes. You move up to half your speed and you gain the benefits of the Dodge action against the next attack that targets you.
- You are proficient with improvised weapons.
- You take half damage from falling.
At 6th level, you demand the attention of your foes as if they are a rapt audience and can perform a switcheroo. As a reaction, you can redirect any attack or spell from a creature you can see within 60 feet to target you. If the spell has an area of effect, you determine where the area of effect lands but you must be in one of the effected squares. When you do so, you can spend a Bardic inspiration, roll the dice and add the result to your armor class and saving throws until the end of your next turn. If the attack or spell misses or you save against it, you can redirect the attacker's aim at another target or targets within the attack or spell's range (use the same rolls). If the attack hits or you fail your saving throw, you take half damage from its effect.
At 14th level, as a reaction, you can magically switch places of yourself and/or up to five allies that you can see or hear within 60 feet. When you do so, you and/or your allies may gain the effects of the Disguise Self to take on the appearance of you and/or your allies and you can spend a Bardic Inspiration dice and add the result to you and your allies armor class and saving throws against the next attack.
You regain this ability on a long rest.
What do you think?
Monday, October 9, 2017
Character Crunch: The Vampire Class Draft 1
As it pours, a small vampire halfling cloaked in shadow rests in wait for the priests below to invite his companions inside so he may join them in discovering what lies in the basement of the church. He knows there is great evil in the world and he will drain the bad blood from it, a few drops a time, because he is patient. Because he has no limit to his patience. He is immortal.
A vampire dragonborn raises his lance and shield, once more, and readies to lunge forward into the melee ahead of him. Blood sprays in the air and fills his nostrils with the familiar stench of death as his comrades draw first blood. He has died before. He will die again. And he will keep on fighting until he has won.
A vampiric elf is in good spirits. It is overcast and she can go into the marketplace with her compatriots. She hopes to find some useful ingredients to restock her herbalism kit when she notices a few strange looks. It seems that there are a lot of men in white and red armor about. The inquisition has followed them this far. She cannot allow her friends to become caught up in this trouble and so she turns into mist and floats away.
The legends about vampires in Sublanarya are similar to those found in all worlds. Vampires are undead creatures that suck the blood of the living. They fear sunlight and running water. They can turn into bats and mist. They are incredible difficult to kill except by beheading and/or a stake to heart. But there is a powerful kabal of vampires that are all but a secret in Sublanarya.
On the island of Lachrimosa, where it never ceases to rain, vampire nobles run the island's enterprise while lesser under run the criminal activities. On the island, where the sun never shines, the vampire nobility cover up all manner of nasty activities and only enact justice against each other. The worst thing a vampire of Lachriomosa can do is to try to expose them.
CREATING A VAMPIRE
Almost all vampires begin their undeath as vampire spawn. They are created when a vampire kills a mortal and buries them. Usually, the vampire spawn rises the following night as an obedient thrall of the vampire. This vampire is called the spawn's "sire" and they have a connection that is a dark perversion of parent and child. If the vampire chooses to allow the spawn to feed of its own blood, they will become a true vampire. Most vampires are predators but, perhaps, some vampires manage to retain enough of their humanity to ally themselves with adventurers or, even more impressive, become adventures themselves.
When creating a vampire character, it is important to consider:
Who were they before they were born? Who turned them? Why? How traumatic was their transformation? How did their sire treat them? What was their relationship? Why did their sire grant them independence? Since being granted independence, what have they done? What do they want? Do they seek to use their powers to help others? Do they seek redemption for their sins? Do they seek a cure for their curse? Do they seek revenge on those that harmed the loved ones of their past life? What is the ultimate goal of this immortal?
This class option is most likely going to be used by a player character that has returned from the dead as an undead shadow of themselves.
QUICK BUILD
Child of the Night
Undead
At 1st level, you gain the undead monster type and resist necrotic damage. You also don't need to breathe and do not age. You are immune to disease. But you do require sleep.
When resting, you must sleep in a grave, tomb, coffin or other container that has soil from your first gravesite when your were created. If you are unable to do so, you cannot sleep.
You can perform the following ritual to create a new grave and grave soil: you must be buried in soil for 24 hours. During this period, you cannot take any actions or the ritual will have be restarted.
When you fail three death saving throws, outside of your resting place, and haven't been standing in direct sunlight, haven't taken magic weapon damage this turn, or been beheaded, you can transform into a cloud of mist (as listed in the Shapechanger trait) instead of falling unconscious or dying.
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. Once in your resting place, you reverts to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Darkvision
Since you became a child of the night, your eyes have taken on a crimson hue that help you see in the dead of night.
At 1st level, you have darkvision. 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. At 10th level, increase your darkvision to 120 feet.
Insatiable Predator
Vampires are fierce melee combatants with the ability to drain their victims of blood.
At 1st level, you have two natural weapons: your claws and your bite. Your bite can be used as an off-hand weapon.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. At 10th level, increase your damage to 2d4 + your Strength modifier damage. You may instead of dealing damage, choose to grapple a target.
Your bite is a natural weapon, which you can use to make unarmed strikes against one willing creature or a creature that is grappled, incapacitated, or restrained. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier plus 1d8 + your vampire level in necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and, if you spend a hit die, you may regains hit points equal to that amount. The reduction lasts until the target finishes a long rest and the target dies if this effect reduces its hit point maximum to 0. At 10th level, the necrotic damage increases to 10 (3d6) and a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
Vampire Weaknesses
Playing a vampire has serious upsides and downsides: while you are gifted with increasingly valuable predatory powers and arcane gifts, you also
At 1st level, you have the following flaws:
Forbiddance. A vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 10 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed and cannot turn into its mist form. If it drops to 0 hit points while staked, it dies.
Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability Checks.
Nightcrawler
Vampires have a supernatural mobility that allows them to adhere to surfaces like a creeping spider.
At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without need to make an ability check.
Bat Form
At 2nd level, if you aren't in sun light or running water, you can now use your action to polymorph into a tiny bat or back into your true form.
While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
You can perform the action to transform between a bat and your true form any number of times equal to half your vampire level + 1 (min 2). You regain this ability when you take a short or long rest.
Path of the Vampire Lord
At 3rd level, you choose to forge a new path that befits your ambitions as a vampire. Choose Noble or Warrior, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Ability Score Improvement.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Burst of Speed
At 5th level, you gain the ability to exert yourself for a supernatural exertion. You can dash as a bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
At 11th level, you become a blur of motion on the battlefield. You can use your burst of speed any number of times.
Mist Form
At 7th level, if you aren't in sun light or running water, you can now use your action to polymorph into a medium cloud of mist, or back into your true form.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has 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, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
You regain the ability to transform into mist after taking a short or long rest.
Vampiric Charm
At 9th level, the vampire targets one humanoid it can see within 30 ft. of it. If the target can see you, the target must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus+ your Charisma against this magic 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 takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until your are destroyed, are on a different plane of existence than the target, or takes a bonus action to end the effect.
Once you use this feature, you must finish a short or long rest before you can use it again.
Flight of the Night
As you make your way, you learn the secrets of the night and can float as easily as the mist.
At 13th level, you can levitate at will. You gain a flight speed of 30 and when you fall you can take a reaction to float gently to the ground. If you already had a natural flight speed, it doubles.
Cloak of the Night
At 15th level, you can take a reaction to reroll a saving throw or half damage from an attack against you. When you do so, you burst into a quickly disappearing swarm of bats and you teleport up to 30 feet to an unoccupied space that you can see.
Once you use this feature, you must finish a short or long rest before you can use it again.
Celerity
At 17th level, you gain enough control of your unnatural speed to take additional action when taking bursts of speed. You can expend a bonus action to dash with improved burst of speed you can also take an additional action and bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Lord of Undeath
At 20th level, you are now an immortal demigod that is feared by all creatures of the night.
You can take your mist form as any times as you want.
You no longer have to spend your hit dice when you bite a target to regain a number of hit points equal to the amount of necrotic damage they take from the bite.
Path of the Vampire Lord: Noble or Warrior
A vampire may not be the same person they were in life but, upon becoming a true vampire, they regain a sense of independent identity. This newly forged identity is a combination of your mortal memories, your experiences as a vampire and your immortal goals.
At 3rd level, you choose a path to walk under moonlight:
Path of the Noble
At 3rd level, you gain training from your refinement. Choose two of your skill proficiencies, orone of your skill proficiencies and your proficiency with tools. Your proficiency bonus is doubled for any
ability check you make that uses either o f the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with tools to gain
this benefit.
At 3rd level, you also gain spellcasting.
Spellcasting
When you reach 3rd level, you gain notable proficiency with the ability to cast spells of a specific class: druid or wizard. See chapter 10 for the general rules of spellcasting and chapter 11 for the spell lists.
Cantrips. You learn two cantrips of your choice from the class's spell list. You learn an additional class cantrip of your choice at 6th and10th levels.
Spell Slots. The Vampire Noble Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level class spells of your choice.
The Spells Known column of the Vampire Mage Spellcasting table shows when you learn more class spells o f 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the class spells you know with another spell of your choice from the class's spell list. The new spell must be o f a level for which you have spell slots, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells or Wisdom is your spellcasting ability for your druid spells. You can use your Intelligence, if you choose wizard, or your Wisdom, if you choose druid, whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell or you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier or Wisdom modifier
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Path of the Warrior
At 3rd level, you gain proficiency in all armors, shields, and martial weapons. Also, you adopt your first fighting style from Fighter's list of Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again. At 10th level, you gain an additional Fighting style.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
A vampire dragonborn raises his lance and shield, once more, and readies to lunge forward into the melee ahead of him. Blood sprays in the air and fills his nostrils with the familiar stench of death as his comrades draw first blood. He has died before. He will die again. And he will keep on fighting until he has won.
A vampiric elf is in good spirits. It is overcast and she can go into the marketplace with her compatriots. She hopes to find some useful ingredients to restock her herbalism kit when she notices a few strange looks. It seems that there are a lot of men in white and red armor about. The inquisition has followed them this far. She cannot allow her friends to become caught up in this trouble and so she turns into mist and floats away.
BORN FROM DEATH, TO LIVE AGAIN
They were mortal, once, but their desires have become an insataible hunger. Most vampires have been reduced or, in their eyes, risen to the apex of supernatural predators. They are cold-blooded and calculating undead. They often use their immortality to acquire influence, wealth and positions of power. They then hunt mortals to feed on their blood and to create new vampires by sharing the curse of vampirism. Vampirism is a curse passed down from a variety of evil gods.
When a vampire kills another humanoid and drains them of their blood, if they bury the humanoid's body, their victim will rise as a vampire spawn the following night. The vampire spawn serves their new master, their sire, as a lesser vampire-- a child of the night. If the spawn's sire decides to share their own blood with the spawn, the spawn becomes a full vampire and independent. Most vampire spawn never reach true vampirehood but is a sire grows fond of or needs the assistance of their spawn, they will often reward them with ascension.
From their they gain increasing supernatural power that they would, normally, use to continue the cycle. But some vampires fight against their darker desires and try to use their powers to fight against greater evil.
UNDEAD ADVENTURERS
Vampire adventurers are vampires that decide to turn their curse into a gift.
They've experienced the suffering of life, death and undeath. They may have once been adventurers and perhaps their desire to do good has overcome even being transformed into a shadow of their former selves. Vampire adventurers might be seeking revenge against an evil done against them in life or undeath, they may be seeking power to rise against the forces of darkness, or they may just want to be more than a monster.
VAMPIRES IN SUBLANARYA
The legends about vampires in Sublanarya are similar to those found in all worlds. Vampires are undead creatures that suck the blood of the living. They fear sunlight and running water. They can turn into bats and mist. They are incredible difficult to kill except by beheading and/or a stake to heart. But there is a powerful kabal of vampires that are all but a secret in Sublanarya.
On the island of Lachrimosa, where it never ceases to rain, vampire nobles run the island's enterprise while lesser under run the criminal activities. On the island, where the sun never shines, the vampire nobility cover up all manner of nasty activities and only enact justice against each other. The worst thing a vampire of Lachriomosa can do is to try to expose them.
Level
|
Proficiency Bonus
|
Features
|
1st
|
2
|
Child of the Night
|
2nd
|
2
|
Spiderclimb, Bat Form
|
3rd
|
2
|
Path of the Vampire Lord
|
4th
|
2
|
Ability Score Improvement
|
5th
|
3
|
Burst of Speed
|
6th
|
3
|
Path of the Vampire Lord feature
|
7th
|
3
|
Mist Form
|
8th
|
3
|
Ability Score Improvement
|
9th
|
4
|
Vampiric Charm
|
10th
|
4
|
Path of the Vampire Lord feature
|
11th
|
4
|
Improved Burst of Speed
|
12th
|
4
|
Ability Score Improvement
|
13th
|
5
|
Flight of the Night
|
14th
|
5
|
--
|
15th
|
5
|
Cloak of the Night
|
16th
|
5
|
Ability Score Improvement
|
17th
|
6
|
Celerity
|
18th
|
6
|
--
|
19th
|
6
|
Ability Score Improvement
|
20th
|
6
|
Lord of Undeath, Path of the Vampire Lord Feature
|
CREATING A VAMPIRE
Almost all vampires begin their undeath as vampire spawn. They are created when a vampire kills a mortal and buries them. Usually, the vampire spawn rises the following night as an obedient thrall of the vampire. This vampire is called the spawn's "sire" and they have a connection that is a dark perversion of parent and child. If the vampire chooses to allow the spawn to feed of its own blood, they will become a true vampire. Most vampires are predators but, perhaps, some vampires manage to retain enough of their humanity to ally themselves with adventurers or, even more impressive, become adventures themselves.
When creating a vampire character, it is important to consider:
Who were they before they were born? Who turned them? Why? How traumatic was their transformation? How did their sire treat them? What was their relationship? Why did their sire grant them independence? Since being granted independence, what have they done? What do they want? Do they seek to use their powers to help others? Do they seek redemption for their sins? Do they seek a cure for their curse? Do they seek revenge on those that harmed the loved ones of their past life? What is the ultimate goal of this immortal?
This class option is most likely going to be used by a player character that has returned from the dead as an undead shadow of themselves.
QUICK BUILD
CLASS FEATURES
As a vampire, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Vampire level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per vampire level after 1st
Proficiencies
Saving Throws: Wisdom, Charisma
Skills: You are proficient in the Perception and Stealth skills.
The rest of your proficiencies and starting equipment are granted by your background and your Memories of a Life in the Sun.
Memories of a Life in the Sun
Upon becoming a vampire, you lose a semblance of self. You have your memories but it as if they are in a fog. This experience is so powerful that it drives many vampires to madness or to choose to ignore their past. Still, a vampire's mortal life has a distinct affect on their persona as a vampire.
When creating a vampire, choose the class from the Player's Handbook that best fits your character's past. Your vampire gains the armor, weapons, tool, and skill proficiencies granted by that class at 1st level. You can also start with the starting equipment for that class.
Upon becoming a vampire, you lose a semblance of self. You have your memories but it as if they are in a fog. This experience is so powerful that it drives many vampires to madness or to choose to ignore their past. Still, a vampire's mortal life has a distinct affect on their persona as a vampire.
When creating a vampire, choose the class from the Player's Handbook that best fits your character's past. Your vampire gains the armor, weapons, tool, and skill proficiencies granted by that class at 1st level. You can also start with the starting equipment for that class.
Child of the Night
Undead
At 1st level, you gain the undead monster type and resist necrotic damage. You also don't need to breathe and do not age. You are immune to disease. But you do require sleep.
When resting, you must sleep in a grave, tomb, coffin or other container that has soil from your first gravesite when your were created. If you are unable to do so, you cannot sleep.
You can perform the following ritual to create a new grave and grave soil: you must be buried in soil for 24 hours. During this period, you cannot take any actions or the ritual will have be restarted.
When you fail three death saving throws, outside of your resting place, and haven't been standing in direct sunlight, haven't taken magic weapon damage this turn, or been beheaded, you can transform into a cloud of mist (as listed in the Shapechanger trait) instead of falling unconscious or dying.
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. Once in your resting place, you reverts to your vampire form. You are then paralyzed until you regain at least 1 hit point. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.
Darkvision
Since you became a child of the night, your eyes have taken on a crimson hue that help you see in the dead of night.
At 1st level, you have darkvision. 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. At 10th level, increase your darkvision to 120 feet.
Insatiable Predator
Vampires are fierce melee combatants with the ability to drain their victims of blood.
At 1st level, you have two natural weapons: your claws and your bite. Your bite can be used as an off-hand weapon.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. At 10th level, increase your damage to 2d4 + your Strength modifier damage. You may instead of dealing damage, choose to grapple a target.
Your bite is a natural weapon, which you can use to make unarmed strikes against one willing creature or a creature that is grappled, incapacitated, or restrained. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier plus 1d8 + your vampire level in necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and, if you spend a hit die, you may regains hit points equal to that amount. The reduction lasts until the target finishes a long rest and the target dies if this effect reduces its hit point maximum to 0. At 10th level, the necrotic damage increases to 10 (3d6) and a humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
Vampire Weaknesses
Playing a vampire has serious upsides and downsides: while you are gifted with increasingly valuable predatory powers and arcane gifts, you also
At 1st level, you have the following flaws:
Forbiddance. A vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 10 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed and cannot turn into its mist form. If it drops to 0 hit points while staked, it dies.
Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability Checks.
Nightcrawler
Vampires have a supernatural mobility that allows them to adhere to surfaces like a creeping spider.
At 2nd level, you can climb difficult surfaces, including upside down on ceilings, without need to make an ability check.
Bat Form
At 2nd level, if you aren't in sun light or running water, you can now use your action to polymorph into a tiny bat or back into your true form.
While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
You can perform the action to transform between a bat and your true form any number of times equal to half your vampire level + 1 (min 2). You regain this ability when you take a short or long rest.
Path of the Vampire Lord
At 3rd level, you choose to forge a new path that befits your ambitions as a vampire. Choose Noble or Warrior, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Ability Score Improvement.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Burst of Speed
At 5th level, you gain the ability to exert yourself for a supernatural exertion. You can dash as a bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
At 11th level, you become a blur of motion on the battlefield. You can use your burst of speed any number of times.
Mist Form
At 7th level, if you aren't in sun light or running water, you can now use your action to polymorph into a medium cloud of mist, or back into your true form.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has 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, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
You regain the ability to transform into mist after taking a short or long rest.
Vampiric Charm
At 9th level, the vampire targets one humanoid it can see within 30 ft. of it. If the target can see you, the target must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus+ your Charisma against this magic 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 takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until your are destroyed, are on a different plane of existence than the target, or takes a bonus action to end the effect.
Once you use this feature, you must finish a short or long rest before you can use it again.
Flight of the Night
As you make your way, you learn the secrets of the night and can float as easily as the mist.
At 13th level, you can levitate at will. You gain a flight speed of 30 and when you fall you can take a reaction to float gently to the ground. If you already had a natural flight speed, it doubles.
Cloak of the Night
At 15th level, you can take a reaction to reroll a saving throw or half damage from an attack against you. When you do so, you burst into a quickly disappearing swarm of bats and you teleport up to 30 feet to an unoccupied space that you can see.
Once you use this feature, you must finish a short or long rest before you can use it again.
Celerity
At 17th level, you gain enough control of your unnatural speed to take additional action when taking bursts of speed. You can expend a bonus action to dash with improved burst of speed you can also take an additional action and bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Lord of Undeath
At 20th level, you are now an immortal demigod that is feared by all creatures of the night.
You can take your mist form as any times as you want.
You no longer have to spend your hit dice when you bite a target to regain a number of hit points equal to the amount of necrotic damage they take from the bite.
Path of the Vampire Lord: Noble or Warrior
A vampire may not be the same person they were in life but, upon becoming a true vampire, they regain a sense of independent identity. This newly forged identity is a combination of your mortal memories, your experiences as a vampire and your immortal goals.
At 3rd level, you choose a path to walk under moonlight:
Path of the Noble
At 3rd level, you gain training from your refinement. Choose two of your skill proficiencies, orone of your skill proficiencies and your proficiency with tools. Your proficiency bonus is doubled for any
ability check you make that uses either o f the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with tools to gain
this benefit.
At 3rd level, you also gain spellcasting.
VAMPIRE NOBLE SPELLCASTING
Level
|
Cantrips Known
|
Spells Known
|
Spells Slots per Spell Level
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
3rd
|
2
|
3
|
3
|
-
|
-
|
-
|
-
| |
4th
|
3
|
3
|
3
|
-
|
-
|
-
|
-
| |
5th
|
3
|
4
|
4
|
2
|
-
|
-
|
-
| |
6th
|
3
|
4
|
4
|
2
|
-
|
-
|
-
| |
7th
|
3
|
5
|
4
|
3
|
-
|
-
|
-
| |
8th
|
3
|
5
|
4
|
3
|
-
|
-
|
-
| |
9th
|
3
|
6
|
4
|
3
|
2
|
-
|
-
| |
10th
|
4
|
6
|
4
|
3
|
2
|
-
|
-
| |
11th
|
4
|
7
|
4
|
3
|
3
|
-
|
-
| |
12th
|
4
|
7
|
4
|
3
|
3
|
-
|
-
| |
13th
|
4
|
8
|
4
|
3
|
3
|
1
|
-
| |
14th
|
4
|
8
|
4
|
3
|
3
|
1
|
-
| |
15th
|
4
|
9
|
4
|
3
|
3
|
2
|
-
| |
16th
|
4
|
9
|
4
|
3
|
3
|
2
|
-
| |
17th
|
4
|
10
|
4
|
3
|
3
|
3
|
1
| |
18th
|
4
|
10
|
4
|
3
|
3
|
3
|
1
| |
19th
|
4
|
11
|
4
|
3
|
3
|
3
|
2
| |
20th
|
4
|
11
|
4
|
3
|
3
|
3
|
2
|
Spellcasting
When you reach 3rd level, you gain notable proficiency with the ability to cast spells of a specific class: druid or wizard. See chapter 10 for the general rules of spellcasting and chapter 11 for the spell lists.
Cantrips. You learn two cantrips of your choice from the class's spell list. You learn an additional class cantrip of your choice at 6th and10th levels.
Spell Slots. The Vampire Noble Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level class spells of your choice.
The Spells Known column of the Vampire Mage Spellcasting table shows when you learn more class spells o f 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the class spells you know with another spell of your choice from the class's spell list. The new spell must be o f a level for which you have spell slots, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells or Wisdom is your spellcasting ability for your druid spells. You can use your Intelligence, if you choose wizard, or your Wisdom, if you choose druid, whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell or you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier or Wisdom modifier
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Path of the Warrior
At 3rd level, you gain proficiency in all armors, shields, and martial weapons. Also, you adopt your first fighting style from Fighter's list of Fighting Style options. You can’t take a Fighting Style option more than once, even if you later get to choose again. At 10th level, you gain an additional Fighting style.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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