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

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''{{Anchor|Gaseous Form}} {{Su}}:''' At 3rd level 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.
 
''{{Anchor|Gaseous Form}} {{Su}}:''' At 3rd level 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.
  
'''{{Anchor|Alternate Form}} {{Su}}:''' At fourth level 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.
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'''{{Anchor|Alternate Form}} {{Su}}:''' At fourth level Vampire Lord can assume the shape of a bat, dire bat, 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.
  
 
At 20th level A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
 
At 20th level A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.

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Vampire Lord allows you to play as a vampire from first level.

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Other Full

Even the famous Vlad the Impaler was a Vampire Lord.

Vampire Lord[edit]

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[edit]

Vampire Lords make excellent tanks because of their immunities, 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 +2 +2 Vampirism, Slam, Turn Resistance, Resistances, Blood Drain, Bonus Feats
2nd +2 +0 +3 +3  ?Attribute Boost, Bonus Feats, Vampiric Skills, Spider Climb, Evasion
3rd +3 +1 +3 +3  ?Attribute Boost, Coffin Sanctuary, Gaseous Form, Resistances
4th +4 +1 +4 +4  ?Attribute Boost, Alternate Form, Vampire's Hide, Blood Drain
5th +5 +1 +4 +4  ?Attribute Boost, Vampiric Protection, Children Of The Night
6th +6/+1 +2 +5 +5  ??Attribute Boost, Bonus Feats, Vampiric Healing, Dominate
7th +7/+2 +2 +5 +5  ?Attribute Boost, Children Of The Night, Bonus Feats
8th +8/+3 +2 +6 +6  ?Attribute Boost, Bonus Feats, Energy Drain, Vampiric Healing, Blood Drain, Create Spawn, Improved Slam, Dominate
9th +9/+4 +3 +6 +6  ?Lord Of The Dead, Lord Of The Hunt, ??Lord Of Dreams
10th +10/+5 +3 +7 +7  ??Vampiric Mind, Vampiric Link, ?Mastery Of Tongue, Improved Evasion
11th +11/+6/+1 +3 +7 +7  ?Speak With Blood, Children Of The Night
12th +12/+7/+2 +4 +8 +8  ?Eyes Of The Vampire, Energy Drain, Resistances, Blood Drain
13th +13/+8/+3 +4 +8 +8  ?Vampiric Flight, Pool Of Blood, Necromastery
14th +14/+9/+4 +4 +9 +9 Force of Will, Attribute Boost
15th +15/+10/+5 +5 +9 +9 Vision of Terror, Attribute Boost
16th +16/+11/+6/+1 +5 +10 +10  ?Energy Drain, Resistances, Blood Drain, Attribute Boost
17th +17/+12/+7/+2 +5 +10 +10  ?Attribute Boost
18th +18/+13/+8/+3 +6 +11 +11 Attribute Boost
19th +19/+14/+9/+4 +6 +11 +11  ?Blood Shaping, Supreme Ruler, Lord of the Skies, Attribute Boost
20th +20/+15/+10/+5 +6 +12 +12  ?Vampire's Hide, Energy Drain, Blood Drain, Vampiric Protection, Resistances, Vampiric Healing, Super Slam, The Vampire Lord, Alternate Form

Attribute Boost

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[edit]

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

Weapon and Armor Proficiency: Vampire Lords are proficient with all simple weapons and the rapier. Vampire Lords are proficient with light armor, but not with shields.

Vampirism: At first level 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.

Turn Resistance (Ex): At 1st 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.

Slam: At 1st level 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. At eighth level Vampire Lord's slam counts as a magic weapon for the purpose of overcoming damage reduction. At twentieth level Vampire Lord's slam counts as a epic weapon for purpose of overcoming damage reduction.

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, each of these resistances increases to 15. At 16th level, each of these resistances increases to 20. At 20th level, each of these resistances turn into immunities.

Blood Drain (Ex): At 1st 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 Constitution damage each round the pin is maintained. With each such successful attack, Vampire Lord gains 5 temporary hit point.

At 4th level, Vampire Lord has mastered the art of drawing blood from a victim. Constitution damage from Blood Drain turns into Constitution drain. If the Vampire Lord desires, he can still deal Constitution damage.

At 8th level, constitution damage from Blood Drain increases to 2d4.

At 12th level, constitution damage from Blood Drain increases to 3d4.

At 16th level, constitution damage from Blood Drain increases to 4d4.

At 20th level, constitution damage from Blood Drain increases to 5d4.

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 six Vampire Lord gains Iron Will as a bonus feat. At level seven Vampire Lord gains Combat Reflexes even if he doesn't meet the prerequisites. At level eight Vampire Lord gains Leadership as a bonus feat.

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. At 14th level Vampire Lord gains +2 bonus to strength. At 15th level +2 charisma and dexterity. At 16th level +2 bonus to strength. At 17th level +2 bonus to wisdom. At 18th level +2 bonus to intelligence and strength. At 19th +2 bonus to Dexterity. At 20th +2 bonus to charisma.

Vampiric Skills: At 2nd level, a Vampire Lord gains a racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks equal to his Vampire Lord level.

Spider Climb (Ex): At 2nd level, a Vampire Lord can climb sheer surfaces as though with a spider climb spell.

Evasion (Ex): At 2nd level and higher, a Vampire Lord can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Vampire Lord is wearing light armor or no armor. A helpless Vampire Lord does not gain the benefit of evasion.

Coffin Sanctuary (Ex): At 3rd level 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 normal rate. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the vampire lord was born).

Gaseous Form (Su):' At 3rd level 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.

Alternate Form (Su): At fourth level Vampire Lord can assume the shape of a bat, dire bat, 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.

At 20th level A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.

Vampire's Hide: At 4th level Vampire Lord gains natural armor equal to his Vampire Lord level.

Vampire Lord can only benefit from natural armor if he is wearing light armor or no armor at all.

Vampiric Protection (Su): At 5th level, Vampire Lord gains damage reduction equal to his Vampire Lord level. This can only be penetrated by weapons made from silver and have a magical enchantment on them. At 20th level, this protection becomes impenetrable.

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 lord can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves.

At 11th level, the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles. (He can only have one summon active)

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 is equal to his Vampire Lord levels.

At 20th level, Vampire Lord gains Regeneration 5/Silver and magic.

Dominate (Su): At 6th level 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. If he wants a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level. Anyone the vampire targets must succeed at a Will save or fall instantly under the Vampire Lord's influence as though by a dominate person spell cast by a sorcerer whose level is equal to Vampire Lord's CR. The ability has a range of 30 feet. This ability can only be used once per day. At eighth level Vampire Lord can use this ability at will.

Energy Drain (Su): At 8th level, the Vampire Lord's slam attack (or other natural attack) bestows 2 negative levels. Every fourth level after that negative levels bestowed increases by one.

Create Spawn (Su): At 8th level 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. At any given time Vampire Lord may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a Vampire Lord can control a number of lesser vampires in this fashion. Vampire Lord may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

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. If you harm the undead that failed his save he is no longer subjected to Lord Of The Dead for 24 hours.

Lord Of The Hunt (Ex): At ninth level Vampire Lord sharpens his senses allowing him to easily hunt their prey. Vampire Lord gains Scent. Also Vampire Lord gains movement speed equal to 1/2 Vampire Lord levels x5. Add this bonus movement speed to the base movement speed of The Vampire Lord.

Lord Of Dreams (Su) At ninth level Vampire Lord's mastery over life force allows him to cast Nightmare at will. You can't use this ability on the same person for 24 hours.

Vampiric Mind (Su) At tenth level Vampire Lord's mind is completely supreme compared to a mortal. A vampire lord can use telekinesis (caster level equal to class level) at will. A vampire lord can communicate telepathically with any living creature within 100 feet that has a language.

Vampiric Link (Ex): At tenth level Vampire Lord's control over his spawn strengthens. Vampire Lord can now telepathically 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. This effect does not cross planes.

Mastery Of Tongue (Ex): At tenth level Vampire Lord's mastery over life allows him to talk with any creature that can speak. Also, a vampire lord receives an additional +8 racial bonus racial bonus to Diplomacy and Intimidate checks.

Improved Evasion (Ex): This ability works like evasion, except that while the Vampire Lord still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Vampire Lord does not gain the benefit of improved evasion.

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.

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. Vampire Lord can see as if under the effect of a true seeing spell at all times.

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.

Pool Of Blood (Su): At thirteenth level Vampire Lord's mastery over blood allows him to transform himself into a pool of blood. Vampire Lord gains Ooze traits and Swarm Subtype. Pool Of Blood is considered as a swarm of fine creatures except for the vulnerability to wind effects. To determine the size of the swarm increase the Vampire Lord's size category by one. While in this form Blood Drain works as a swarm attack. Transforming is a full-round action that triggers attack of opportunity.

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.

If Vampire Lord wishes he can put this soul in a item that worth least 100 gp value for every Hit Die possessed by the creature to be trapped.

If Vampire Lord is feeling merciful, he can release the soul any time he wants.

Force of Will (Su): At 14th level a Vampire Lord gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Vision Of Terror (Ex): At fifteenth level Vampire Lord's mastery over the life force grants him a frightening aura (Will DC 10+Vampire Lord's Class Level+Cha modifier). Anyone who sees you must make a Will save or be Frightened for 1 minute/10 rounds. If the creature succeeds in this save they are immune to this for 24 hours. This ability can be suppressed as a free action.

Supreme Ruler (Ex): At 19th level Vampire lord is indeed the supreme ruler of all vampires. Any vampire created by Vampire lord is always Vampire never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement. (This ability is only useable if dm allows it)

Lord Of The Skies (Sp): At 19th level Vampire Lord's dominion expands to the skies. A vampire lord can cast either control weather or fog cloud as a sorcerer. (Caster level is equal to his class level)

Blood Shaping (Su): At 19th level Vampire Lord's mastery over blood and life allows him to assume the appearance of any creature that was absorbed by Necromastery. Vampire Lord cannot change shape to a form more than one size category smaller or larger than its original form.(Use change shape as the base ability.)

'The Vampire Lord (Ex): At 20th level Vampire Lord completely masters vampirism and is no longer bound by it. He loses all of the weaknesses being a vampire gives and cannot be detected by anything that detect undeads and vampires. He can now produce body heat and bleed if he wishes. He no longer needs to consume blood and life force. While this is the case with the living this ability's effect on undead are completely different. Your mastery over life and death is enough to make you famous and feared trough the world of the unliving. Every undead creature you encounter knows you and respects you unless their CR is higher than your character level their attitude is almost always Friendly.

Ex-Vampire Lord[edit]

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[edit]

Table: The Epic Vampire Lord

Hit Die: d12

Level Special
21st Lord Of The Vampires
22nd Master Of Life
23rd
24th Lord Of Magic
25th Lord Of Men
26th
27th
28th Lord Of The Unlife
29th
30th The God Of Vampires

8 + Int modifier skill points per level.

The Lord Of The Vampires (Ex): At 21st level Vampire Lord has proved that he is the ruler of the vampires. This gives him power over other vampires. Vampire Lord gains a touch attack that completely destroys and prevents resurrection of any vampire unless the Vampire makes a Fortitude save (DC 10 + Vampire Lord's class level + Vampire Lord's Cha modifier).

Master Of Life (Ex): At 22nd level Vampire Lord's complete mastery over life and death grants him a touch attack that can change the creature's age. This touch attack can set a creatures age to any age category (for example its 15-70 for humans). Unless the target is willing it gets a Will saving throw (DC 10 + Vampire Lord's class level + Vampire Lord's Cha modifier).

Lord Of Magic (Ex): At 24th level Vampire Lord asserts his dominance over magic. This grants him spell spell resistance equal to 17+Vampire Lord's class levels+ Cha modifier.

Lord Of Men (Ex): At 25th level Vampire Lord is proven ruler of all life. This grants him ability to command, rebuke and awe any creature with blood.(His cleric levels are equal to his class level.)

Lord Of The Unlife (Ex): At 28th level Vampire Lord's mastery over unlife allows him to use his energy drain attack against any creature. Even creatures normally immune to negative levels cannot resist this.

The God Of Vampires (Ex): At 30th level if somehow Vampire Lord dies, his body with all of his equipment turns into blood and dissolves. After 1d12 months he dramatically reappears from any blood shed at the moment of his return. Also, he can release all the souls absorbed by Necromastery, souls return back to life as creatures made from blood and serve The Vampire Lord for 24 hours after that they dissolve. If the Vampire Lord chooses to release the souls he can't consume souls with Necromastery for 48 hours and if he dies he stays dead.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorMontwind +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
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 +