D&D 4E The (Finally Useful) Vampire Class

Ramripotek

Genestealer Cults' Primus
Class traits

Role:
Striker. You deal high damage by making enemies bleed, suffer from psychic shock, or attack each other.
Power Source: Shadow. You are an undead creature, a person animated by shadow magic. You derive your power from your own form, and from your unusually powerful mind.
Key Abilities: Dexterity, Charisma, Intelligence

Armour Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military one-handed heavy blades, simple ranged, military ranged.
Implement: Ki focus
Bonus to Defences: + 1 Reflex, + 1 Will

Hit Points at 1st Level: 10 + Constiution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skill list below, choose five trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex)

Class Features: Bleeding Wounds, Blood is Life, Psychic Might, Vampiric Arsenal, Vampiric Reflexes
 

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Class Features

You have the following class features.

Bleeding Wounds
Once per turn, when you hit an enemy with an attack using your claws or bite, after making the damage roll, you can roll 1d6. The result of the roll equals the amount of ongoing damage (save ends) the target suffers. If the target already suffers untyped ongoing damage, instead add 1d6 to the amount of ongoing damage it currently suffers from.

Blood is Life
During a short rest, you can drink blood from a present unconcious enemy or enemy corpse, as long as it has blood or a blood-like substance that can be drank in itself. If you do so, you regain hit points equal to 5 + your Intelligence modifier at the end of the short rest. You can only use this ability once between encounters, no matter how many short rests you take.

Psychic Might
Once per turn, when you hit an enemy with a gaze attack, after making the damage roll, you can roll 1d6. The result of the roll equals the amount of ongoing psychic damage (save ends) the target suffers. If the target already suffers ongoing psychic damage, instead roll 1d6 and add the result to the amount of ongoing psychic damage it currently suffers from. If the power you use does not deal damage, you cannot use this class feature.

Vampiric Arsenal
As a Vampire, you have access to and proficiency with special weapons, detailed below. Whenever you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll.
Weapon Prof. Damage Group Properties
Claws +3 1d8 Light blade Off-hand
Bite +3 1d6 Mace Bite
Special properties
Claws: You posess two sets of claws, one on each of your hands. You can sheathe one or both of them at any time as a free action. While your claws are unsheathed, a hand using them is considered to be occupied. The claws are as long as your hand and wrist, narrow, durable, very sharp at the hand-facing edge and at the end.
Bite: The only attacks you can make with a bite are those that require its use, and all attacks using a bite require combat advantage. Whenever you hit a creature that has blood or a blood-like thing inside itself with an attack using a bite, you regain hit points equal to 5 + your Intelligence modifier. A bite does not occupy any slot on your body. If you are proficient with a bite, you also gain the Vampiric Bite power.

Vampiric Reflexes
While both of your claws are unsheathed, you gain a + 2 shield bonus to AC and Reflex. This bonus represents parrying blows with crossed claws, using them as levers to leap out of danger, or similar uses.

Note:
The Bleeding Wounds and Psychic Might class features require more game transparency to work properly than most other class features. If your Dungeon Master does not want to accept that level of transparency, add the following sentence to their descriptions:
This ongoing damage works as normal, except that the target takes the damage at the end of your turn, instead of at the start of that creature's next turn. This applies also with ongoing damage increased by this class feature.
 
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At-Will Attack Powers

Double Gaze
(Vampire Attack 1)
You gaze at two creatures at once. It is a difficult way of charming, but one that weakens resolve.
At-Will * Implement, Shadow, Psychic, Gaze
Standard Action Ranged 10
Target:
One creature, or two creatures within 3 squares of each other
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a - 2 penalty to Will until the end of your next turn.

Gaze of Horror (Vampire Attack 1)
You brutally invade your enemy's mind, sending there visions of painful death. If the enemy moves, the visions overwhelm him.
At-Will * Implement, Shadow, Psychic, Gaze
Standard Action Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and the target takes psychic damage equal to your Intelligence modifier if it moves before the end of your next turn.

Beguiling Glare (Vampire Attack 1)
You look at your enemy. To him, it seems as if he weathered your mental assault with ease, but in fact he exposed his throat to your bite.
At-Will * Implement, Shadow, Psychic, Gaze
Standard Action Ranged
5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and the target grants combat advantage until the end of your next turn.

Energizing Bite (Vampire Attack 1)
You bite your enemy with passion, drinking sweet blood that empowers you with elation needed to see the end of this fight.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Requirement: You must use this power with a bite.
Target: One creature that you have combat advantage against.
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage, and you gain temporary hit points equal to your Intelligence modifier.
Special: This power counts both as a melee basic attack and a Vampiric Bite attack. Whenevere you make a melee basic attack or a Vampiric Bite attack, you can use this power.

Adaptive Strike (Vampire Attack 1)
You quickly adapt to the situation, striking quickly and shoving your enemy aside, or assaulting him with a freezing glare that forces him to stumble backwards.
At-Will * Shadow; Implement and Gaze, or Weapon
Standard Action Melee
weapon or Ranged 10
Target:
One creature
Attack: Dexterity vs. AC (melee) or Charisma vs. Will (ranged)
Hit: 1[W] + Dexterity modifier damage (melee) or 1d8 + Charisma modifier psychic damage (ranged), and you push the target 1 square.

Grappling Assault (Vampire Attack 1)
A strong grasp is all you need to close your fangs around your enemy's throat.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier + Intelligence modifier damage, and you grab the target. The target grants you combat advantage for as long as it is grabbed by you, and you can immediately use Vampiric Bite against the target as a minor action.

Death from Above (Vampire Attack 1)
You leap at your enemy from high, and bury your claws in his chest.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.
Special: You must charge as part of this attack. You do not take falling damage for leaping down a number of feet equal to five times your Intelligence modifier as part of the charge. Also, you gain a + 5 bonus to all Athletics and Acrobatics checks made during the charge.

Slashing Claw (Vampire Attack 1)
You quickly strike your enemy with a claw, and then roll to safety.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: You shift 2 squares.

Flurry of Claws (Vampire Attack 1)
You slash with both of your clawed hands, leaving your enemy with lots of small but profusely bleeding wounds.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Target: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] damage per attack.

Class Feature
One of the Vampire class features works like a power:

Vampiric Bite (Vampire Attack)
You lower your head and bite your enemy's throat, sucking vital blood from it.
At-Will * Shadow, Weapon
Standard Action Melee
weapon
Requirement: You must use this power with a bite.
Target: One creature that you have combat advantage against.
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage.
 
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Level 1 Encounter Attack Powers

Gaze of the Hunter
(Vampire Attack 1)
You gaze at your enemy, invading his thoughts. The informations you receive are random and chaotic, but they are enough for you to perceive the weaknesses of your foe.
Encounter * Shadow, Implement, Psychic, Gaze
Standard Action Ranged
5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. If you rolled a natural 17 or higher on the attack roll of this attack, the target is also dazed until the end of your next turn. In addition, the next attack you make against the target gains a + 4 bonus to the attack roll and deals 2d6 extra psychic damage on a hit.

Dimensional Sight (Vampire Attack 1)
For a moment, you look at the space behind your enemy. Then, you suddenly turn into a flock of shadow bats, land behind him, and compel him to kneel before you.
Encounter * Implement, Shadow, Psychic, Gaze
Standard Action Melee 10
Target:
One creature
Effect: Before the attack, you teleport to a square adjacent to the target.
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier Psychic damage, and you knock the target prone. If the target stands up before the end of your next turn, you can use Vampiric Bite against it as an Immediate Interrupt.

Glare of Confusion (Vampire Attack 1)
You look at one enemy, then sweep your gaze at those around him. Then, they draw their blades and attack each other.
Encounter * Implement, Psychic, Shadow, Gaze
Standard Action Ranged 5
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier psychic damage.
Effect: Make a secondary attack.
Secondary Target: Each enemy within the target's melee reach.
Secondary Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier psychic damage.
Effect: After the attack, each enemy hit by one of the attacks must make a basic attack against another enemy targeted by this power.

Lethal Lunge (Vampire Attack 1)
You impale your enemy on both of your clawed hands, trying to pierce his heart and finish the fight.
Encounter * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier + Intelligence modifier damage. If you used the Bleeding Wounds class feature on this attack, the amount of ongoing damage increases by your Intelligence modifier.

Whirlwind of Blood (Vampire Attack 1)
You sweep your claws around you. For a moment, you look at beautifully bleeding enemies, before you turn away and leave them behind you.
Encounter * Shadow, Weapon
Standard Action Close
burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you hit more than one target, you can apply your Bleeding Wounds class feature against each target hit by the attack, unless you used it already in this turn.
Effect: You shift a number of squares equal to the number of enemies hit by the attack.

Disheartening Slash (Vampire Attack 1)
You slash at your enemy, and then glare at him, damaging his will to fight.
Encounter * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage, and the target takes a - 2 penalty to saving throws (save ends).
Effect: You shift 2 squares and gain a + 2 bonus to AC and Reflex until the end of your next turn.

Shared Thirst (Vampire Attack 1)
As you sink your fangs in your enemy's neck, his fangs grow, and he attempts to bite you.
Encounter * Shadow, Weapon
Standard Action Melee
weapon
Requirement: You must use this power with a bite.
Target: One creature that you have combat advantage against.
Attack: Dexterity or Charisma vs. AC
Hit: 3[W] + Dexterity or Charisma modifier damage, and the next attack the target makes becomes a bite: It uses its previous attack bonus, but becomes a melee attack that targets AC. On a hit, instead of normal damage, the attack deals 1d6 + that creature's Dexterity modifier damage, and instead of other effects of the attack, that creature regains hit points equal to 5 + that creature's Intelligence modifier.

Level 1 Daily Attack Powers

Gaze of Ruin
(Vampire Attack 1)
Under your gaze, steel shatters like glass and flesh becomes soft and fallible.
Daily * Implement, Shadow, Psychic, Gaze
Standard Action Ranged 5
Target:
One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier psychic damage, and the target gains vulnerability to all damage from weapon attacks equal to your Intelligence modifier until the end of the encounter.
Miss: Half damage, and the target gains vulnerability to all damage from weapon attacks equal to your Intelligence modifier until the end of your next turn.

Sleep-Inducing Gaze (Vampire Attack 1)
You look deeply into your enemy's eyes. The enemy's movement slows, then he staggers, and then he finally collapses to the ground.
Daily * Implement, Reliable, Shadow, Psychic, Gaze
Standard Action Ranged
10
Target: One creature
Attack: Charisma vs. Will
Hit: The target becomes unconcious (save ends). If an ally attacks the target, the target regains conciousness before the ally attacks. You cannot attack the target while it is unconcious, but if you are adjacent to the target, you can as a minor action deal 2d8 + Charisma modifier damage to it, and regain a healing surge. If you do so, the target regains conciousness after it takes the damage.

A Game of Blood (Vampire Attack 1)
You leap around your enemies, striking them with your claws, and then you stop in a defensive position, waiting for your enemies to follow you.
Daily * Shadow, Weapon
Standard Action Melee
weapon
Effect: Before the attack, you fly 3 squares without provoking opportunity attacks. You must land at the end of the flight, or you fall.
Target: One creature that you have not targeted this turn.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. The target takes 5 ongoing damage (save ends) Until the target saves, the target takes a - 2 penalty to saving throws.
Miss: Half damage.
Effect: You can repeat the first effect and the attack twice. In addition, you gain a + 2 bonus to all defences against enemies taking ongoing damage until the end of the encounter.

Clawrend (Vampire Attack 1)
You sink your claws inside the flesh of your enemy, and then rend them outwards, savagely mauling the foe.
Daily * Shadow, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: The amount of all types of ongoing damage the target has is doubled.

Finishing Bite (Vampire Attack 1)
You rip savagely into your enemy's throat, and then drink away so much blood that your enemy starts to shake.
Daily * Reliable, Shadow, Weapon
Standard Action Melee
weapon
Requirement: You must use this power with a bite.
Target: One creature that you have combat advantage against.
Attack: Dexterity or Charisma vs. AC
Hit: 2d12 + Dexterity or Charisma modifier damage, and the target is weakened (save ends).
 
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