Difference between revisions of "Vampire Lord (3.5e Class)"

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Revision as of 12:17, 5 May 2015

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Author: Montwind (talk)
Date Created: 04/05/2015
Status: Just started (This class is currently unfinished and unplayable)
Editing: Grammar only
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Vampire Lord allows you to play as a vampire from first level.

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Vampire Lord

Everyone can become a vampire, but only a few can become a Vampire Lord. Vampire Lords are vampires that try to gain complete mastery over their curse rather than ignoring it. Some of them do this because they want to break free from their vampirism, but most are just vampires obsessed with power.

Making a Vampire Lord

Vampire Lords make excellent tanks because of their immunitys, damage reduction and fast healing but they can still take down enemies relatively easy because of their Energy Drain. Vampire Lords are great if you have a cleric in your party that can channel negative energy or a necromancer. It's not a good idea to mix them up with a paladin.

Abilities: Physical stats are important, but high charisma and wisdom can help.

Races: Only humanoids and monstrous humanoids can become a Vampire Lord.

Alignment: Any Evil

Starting Gold: 4d10×10 gp

Starting Age: As rogue. Even a ten year old human can become a Vampire Lord.

Table: The Vampire Lord

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Vampirism, Slam, Resistances, Spider Climb, Blood Drain, Energy Drain, Bonus Feats
2nd +2 +0 +0 +3  ?Attribute Boost, Bonus Feats, Vampiric Skills
3rd +3 +1 +1 +3  ?Attribute Boost, Coffin Sanctuary, Gaseous Form, Resistances, Dominate
4th +4 +1 +1 +4  ?Attribute Boost, Alternate Form, Vampire's Hide, Vampire Skills?
5th +5 +1 +1 +4  ?Attribute Boost, Vampiric Protection, Children Of The Night
6th +6/+1 +2 +2 +5  ??Attribute Boost, Vampiric Healing, Vampiric Hide, Vampiric Skills
7th +7/+2 +2 +2 +5  ?Attribute Boost, Children Of The Night, Bonus Feats
8th +8/+3 +2 +2 +6  ?Attribute Boost, Vampiric Protection, Energy Drain, Vampiric Healing, Vampire's Hide, Turn Resistance, Vampiric Skills, Create Spawn
9th +9/+4 +3 +3 +6  ?Lord Of The Dead
10th +10/+5 +3 +3 +7  ??Vampiric Mind, Vampiric Link
11th +11/+6/+1 +3 +3 +7  ?Speak With Blood, Blood Gush
12th +12/+7/+2 +4 +4 +8  ?Eyes Of The Vampire, Vampire's Hide, Energy Drain, Vampiric Protection, Resistances
13th +13/+8/+3 +4 +4 +8  ?Vampiric Flight, Mastery Of Form, Necromastery
14th +14/+9/+4 +4 +4 +9  ?Mastery Of Tongue, Hide In Blood, Melt Blood, Blood Gush
15th +15/+10/+5 +5 +5 +9  ??
16th +16/+11/+6/+1 +5 +5 +10  ?
17th +17/+12/+7/+2 +5 +5 +10  ?
18th +18/+13/+8/+3 +6 +6 +11  ?
19th +19/+14/+9/+4 +6 +6 +11  ?
20th +20/+15/+10/+5 +6 +6 +12  ?

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class Features

All of the following are class features of the Vampire Lord.

Weapon and Armor Proficiency: A Vampire Lord is proficient with all weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Vampirism: Your character becomes undead and gains vampire template. Since this class aims to make vampires playable your character doesn't gain any of its bonuses (Including damage reduction and similar things.) but, gains all of the weaknesses being a vampire gives. Also, if you chose to play as a Vampire Lord, you can't gain any level in another class because mastering your own curse takes all of your time and energy.

Slam: Vampire Lord retains all the attacks of the base creature and also gains a slam attack that deals 1d6 damage (Medium-size) if it didn't already have one.

Resistance (Ex): At 1st level, Vampire Lord gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10. At 12th level, eash of these resistances increases to 15.

Spider Climb (Ex): A Vampire Lord can climb sheer surfaces as though with a spider climb spell.

Blood Drain (Ex): A Vampire Lord can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. With each such successful attack, Vampire Lord gains 1 temporary hit point.

At 4th level, Vampire Lord has mastered the art of drawing blood from a victim. He gains 5 temporary hit points with each successful blood drain.

Energy Drain (Su): Living creatures hit by Vampire Lord's slam attack suffer 1 negative level. At eighth level and every fourth level after that negative levels bestowed increase by one.

Bonus Feats: At level one Vampire Lord gains Alertness and Dodge even he if doesn't meet the prerequisites. At level two Vampire Lord gains Improved Initiative, Lightning Reflexes even if he doesn't meet the prerequisites. At level seven Vampire Lord gains Combat Reflexes even if he doesn't meet the prerequisites.

Attribute Boost: At second level Vampire Lord gains +2 bonus to strength. At third level Vampire Lord gains +2 bonus to charisma and +2 bonus to dexterity. At fourth level Vampire Lord gains +2 bonus to strength. At fifth level Vampire Lord gains +2 bonus to wisdom. At sixth level Vampire Lord gains +2 bonus to intelligence and strength. At seventh level Vampire Lord gains +2 bonus to dexterity. At eighth level Vampire lord gains +2 bonus to charisma.

Vampiric Skills: At 2nd level, a Vampire Lord gains a +2 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. This bonus increases to +4 at 4th level, to +6 at 6th level, and to +8 at 8th level.

Coffin Sanctuary (Ex): If reduced to 0 hit points or lower, a Vampire Lord automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su):' As a standard action, Vampire Lord can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Dominate (Su): Vampire Lord can crush an opponent's will just by looking onto his other eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under Vampire Lord's influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.

Alternate Form (Su): Vampire Lord can assume the shape of a bat, dire bar, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that Vampire Lord can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.

Vampire's Hide: Vampire Lord gains +2 natural armor at fourth level. Vampire Lord's bonus natural armor increases to +4 at sixth level. Vampire Lord's bonus natural armor increases to +6 at eighth level. Vampire Lord's bonus natural armor increases to +8 at twelfth level.

Vampiric Protection (Su): At 5th level, Vampire Lord gains damage reduction 5/silver and magic. At 8th level, this protection increases to damage reduction 10/silver and magic. At 12th level Vampire Lord damage reduction can only be penetrated by silver weapons.

Children of the Night (Su): Vampire Lords command the lesser creatures of the world. Starting at 5th level, Vampire Lord can call forth a rat swarm, a bat swarm, or 1d3 wolves as a standard action once per day. The creature or creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

At 7th level, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves.

Vampiric Healing (Ex): Beginning at 6th level, Vampire Lord heals 1 point of damage each round so long as he has at least 1 hit point (gains fast healing 1), whether or not he is resting in his coffin.

At 8th level, Vampire Lord's fast healing increases to 5.

Turn Resistance (Ex): At 8th level, Vampire Lord gains turn resistance +4. He is treated as an undead 4 Hit Dice higher than his normal total for the purpose of turn, rebuke, command, or bolster attempts.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a Vampire Lord's energy drain attack rises as a vampire spawn 1d4 days after burial.

If the Vampire Lord instead drains the victim's Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's death.

Lord Of The Dead (Su): At ninth level Vampire Lord is unquestionably superior than a normal undead. An undead creature must make a Will save (DC 10 + half Vampire Lord's level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against Vampire Lord for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again. While under the effects of this ability, an undead creature cannot take any direct action against Vampire Lord, but it could order its minions to attack, cast spells to boost its allies who can attack the Vampire Lord, and so on. Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as a cleric who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf.

Vampiric Mind (Su) At tenth level Vampire Lord's mastery over blood allows him to read his opponent mind. Vampire Lord can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based (Creatures without blood is immune to this).

Vampiric Link (Ex): At tenth level Vampire Lord's control over his spawn strengthens. Vampire Lord can now telapthycly send messages and orders to his spawn with no range limit and his spawn is constantly under the effect of detect thoughts they do not get save against this effect.

Speak With Blood (Ex): At eleventh level Vampire Lord's mastery over blood allows him to speak with blood. This functions like Speak with Dead expect you can only speak with blood, but it can be blood of a still living creature too.

Blood Gush (Su) At eleventh level Vampire Lord's mastery over blood allows him to control the blood in his enemy's veins, causing the blood to rip its way out dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 10 + Vampire Lord's class level + Vampire Lord's Cha modifier)(Creatures without blood are immune to this). This ability can only be used once per day. At fourteenth level this ability can be used twice per day.

Eyes Of The Vampire (Ex): At twelfth level Vampire Lord can see in normal or magical darkness as if it was fully illuminated. Also Vampire Lord gains Lifesense as a bonus feat even if he doesn't meet the prerequisites.

Vampiric Flight (Ex): At thirteenth level Vampire Lord gains bat wings or levitation. If he chooses to gain bat wings, he gains flight speed equal to twice his movement speed with average maneuverability also he can transform his wings to a cape (Transforming is a full-round action that triggers attack of opportunity). If he choses levitation he gains flight speed equal to his movement speed with perfect manuevrability and can hover.

Mastery Of Form (Su): At thirteenth level Vampire Lord's mastery over his own body allows him to cast Ghostform at will expect he can't interact with living creatures and assumes the form of a black shadowy mass with glowing red eyes.

Necromastery (Ex): At thirteenth level whenever Vampire Lord kills an enemy with his energy drain or blood drain he can absorb the soul of the dying creature. If the Vampire Lord chooses to absorb the soul that creature cannot be resurrected by any means and can't go to afterlife unless the Vampire Lord is slain. Also Vampire Lord's soul cannot be trapped or absorbed by any means.

Mastery Of Tongue (Ex): At fourteenth level Vampire Lord's mastery over blood allows him to talk with any creature that have blood and can speak. Also, he can talk with rats, bats, wolves, owls and similar creatures of the night their attitudes are always helpful and won't attack or harm Vampire Lord unless forced by magic or similar means.

Hide In Blood (Ex): At fourteenth level Vampire Lord can assume the shape of blood and hide in a willing creature as a full round action. When hidden like this he cannot be detected by any means. At any time Vampire Lord can leave the creature's body peacefully as a full round action or if he wishes he can make the creature explode from inside instantly killing the creature (Fortitude DC 10+Vampire Lord's Class Level+Charisma Modifier) and frightening anyone who saw this gruesome act for 10 turns(Will DC 10+Exploding Creature's HD+Exploding Creature's Con Modifier).

Melt Blood (Ex): At fourteenth level Vampire Lord gains a melee touch attack that deals 1d6 untyped damage per character level. This attack tries to melt the enemy's blood from inside so because of the nature of this attack creature's without blood is immune to this.

Ex-Vampire Lord

If a Vampire Lord somehow manages to break free from the curse of vampirism, he exchanges all of his Vampire Lord levels with another class.

Epic Vampire Lord

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorMontwind +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Tumble +, Use Magic Device + and Use Rope +
Skill Points8 +
SummaryVampire Lord allows you to play as a vampire from first level. +
TitleVampire Lord +
Will Save ProgressionGood +