D&D 5E How To Build Playable Werewolves and Vampires

doctorbadwolf

Heretic of The Seventh Circle
My main thought for lycanthropes is to take the Dragonmark variants of races without subraces, and build a were subrace. You get a shift like shifters, a skill bonus Dragonmark style, and rather than spells you get a Wild Shape Style transformation for a single animal.

What about Vampires? I’m actually down to make them a class again, perhaps a bit more front loaded than most classes, and you can only take it at 1st level with GM permission.

What sort of abilities would a 5e playable vampire have?
 

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My main thought for lycanthropes is to take the Dragonmark variants of races without subraces, and build a were subrace. You get a shift like shifters, a skill bonus Dragonmark style, and rather than spells you get a Wild Shape Style transformation for a single animal.

What about Vampires? I’m actually down to make them a class again, perhaps a bit more front loaded than most classes, and you can only take it at 1st level with GM permission.

What sort of abilities would a 5e playable vampire have?

I think converting the 4e Vampire to 5e would be easy, if you removed the ''only 2 healing surges/day'' feature.
Archetypes would be, (at 1st level):
  • Stalker
  • Beguiler
  • Dark Knight (1/3 caster with Necromantic and Enchantment spells)
  • Protean: shapeshifting specialist
  • Lurker: Psionic Vampire (drain memories, thoughts)
  • Redeemer: anti-undead features, 1/3 cleric
I would probably use (or replace) the Monk as a base class, with its natural weapon, quick moves etc. It would use d12 Hit Dice, an fuel its ''ki'' powers with its own hp, with powers that allow recovery and temp hp generation.
 
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Or even better:
Create a class that fills the ''monstrous, cursed character'' niche. (I think the Occultist from A touch of Class is similar to this idea)

Archetypes would be:
Vampire
Lycanthrope
Revived (yup, the weird UA one)
Death Knight
 

The Abomination

You are a monster, fated and infected by a vile curse or urges that transformed you into a creature of nightmare. Normal emotions have become alien to you. Only a cold, gnawing void remains. Most of those who become abominations are victims of monstrous attacks, created by a vicious progenitor who drained them dry of any potential for normal life, then cast them aside. Others seek out this path from their own fear of infirmity, bloodthirst and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds his or her fate invoked by an ancient family curse, or that he or she is a member of an extended clan of monstrous creatures who pass their curse down to those they deem worthy—whether by choice or not.

Whatever their origins, abominations are not slaves to their creators. Even those beholden to a progenitor retain free will, and have a chance to avoid sinking into the bestial depravity so common among their kind by fulfilling their own destiny. Abominations can learn to tame their inner beast and channel it to push beyond the limits of mortals and breaks the dark bonds chaining them to a cruel destiny. Vampire, lycanthropes, unstoppable slayers and revived are the most exceptional examples of those who carry this dark curse, using their powers not solely for murder and personal gain. Some become the greatest of heroes, but even those abominations are aware that few among the common folk have the ability to see past the frightening reality of their dark nature. Avoiding the scrutiny of superstitious folk and disguising his or her needs and abilities serves an abomination best. Trusted companions, enemies to slay to quiet their dark urges, and reasons to avoid civilized areas for extended times make an adventuring life the perfect choice for such characters.

Proficiency Bonus​

Level​

Feature​

Grim Attacks​

Beast

Threshold​

Unarmored Movement​

+2​

1​

Unarmored Defense, Grim Attacks, Burden​

1d4​

-​

+ 0 ft​

+2​

2​

The Beast Within, Unarmored Movement​

1d4​

2​

+ 5 ft​

+2​

3​

Burden Feature​

1d4​

3​

+ 5 ft​

+2​

4​

ASI​

1d4​

4​

+ 5 ft​

+3​

5​

Extra Attack, Bestial Strike​

1d6​

5​

+ 5 ft​

+3​

6​

Inhuman Might, Burden Feature​

1d6​

6​

+ 5 ft​

+3​

7​

Calm the Beast​

1d6​

7​

+ 10 ft​

+3​

8​

ASI​

1d6​

8​

+ 10 ft​

+4​

9​

Evasion​

1d6​

9​

+ 10 ft​

+4​

10​

Abominable Fortitude​

1d6​

10​

+ 10 ft​

+4​

11​

Burden Feature​

1d8​

11​

+ 15 ft​

+4​

12​

ASI​

1d8​

12​

+ 15 ft​

+5​

13​

Disquiet​

1d8​

13​

+ 15 ft​

+5​

14​

Monster Heart​
1d8​

14​

+ 15 ft​

+5​

15​

Unnatural Vigor​

1d8​

15​

+ 15 ft​

+5​

16​

ASI​

1d8​

16​

+ 15 ft​

+6​

17​

Burden Feature​

1d10​

17​

+ 20 ft​

+6​

18​

Fate-Spurned's Fury​

1d10​

18​

+ 20 ft​

+6​

19​

ASI​

1d10​

19​

+ 20 ft​

+6​

20​

Undying Purpose​

1d10​

20​

+ 20 ft​
Hit Points


Hit Dice
: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Abomination level after 1st


Proficiencies
Armor
: none

Weapons: simple weapons

Tools: any one type of artisan's tools or any one musical instrument of your choice

Saving Throws: Strength, Dexterity

Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Investigation, Stealth and Survival.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Grim Attacks
Your master a style of combat that blends desperate, savage and vicious attack that use unarmed strikes and abominations weapons, which are any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only abomination weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and abomination weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain abomination levels, as shown in the Grim Attacks column of the Abomination table.
  • When you use the Attack action with an unarmed strike or an abomination weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn
Burden
Starting at 1st level, you decide which darkened fate burdens you. Choose from the Revived, the Shifter, the Slayer or the Vampire

The Beast Within
Starting at 2nd level, your willpower allows you to gain a modicum of control over your hunger. Your access to this energy is represented by your beast threshold points. Your abomination level determines the number of points you can spend on your feature before you reach the point where you would unleash the Beast Within, which you cannot afford.

You can gain these points to fuel various beast features. You start knowing two such features: Flurry of Blows and Endure. You learn more beast features as you gain levels in this class.

When you gain a beast point, it counts against your beast threshold until you finish a short or long rest, at the end of which you purge all of your gain beast point out of yourself. You cannot gain more beast point than your threshold. You must spend at least 30 minutes of the rest to calm yourself in quiet isolation to reset your beast threshold points to 0.

Some of your beast features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Beast save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier​

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend gain 1 beast point to make two unarmed strikes as a bonus action.

Endure
You can use a reaction to reduce the damage from an attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your abomination level. If this feature reduce the damage to 0, you can gain 1 beast point to make an attack against the attacker, if its in your melee range.

Feat of Strength
As a bonus action, you gain 2 beast points and you gain a +5 bonus to Strength checks until the end of your next turn. Your jump distance is also doubled until the end of your turn.

Ability Score Improvement
When you reach 4th 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bestial Strike
Starting at 5th level, you fury can break your foe in a single strike. When you hit another creature with a melee weapon attack, you can gain 1 beast point to attempt a bestial strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Inhuman Might
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Be Still, my Heart
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Abominable Fortitude
At 10th level, you control the darkness brewing in you, making you immune to disease and poison.

Disquiet
Starting at 13th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Monster Heart
Beginning at 14th level, the horrors you've endured gain you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can gain 1 beast point to reroll it and take the second result.

Unnatural Vigor
Beginning at 15th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can gain 1 beast point (no action required) to have 1 hit point instead.

Fate-spurned's Fury
Starting at 18th level, you can channel you hatred toward your cursed destiny into a powerful strike. When you make a damage roll, you can add the number of beast point your currently have accumulated to the total. You must complete a short rest or a long rest before you can use this feature again.

Relentless Soul
At 20th level, you will not rest until you see your curse lifted. You gain the following benefits:
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • If you die, roll a d20. On a 11 or higher, you enter a catatonic state with 0 hit points, instead of dying, and you fall unconscious. You appear at the same spot 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
 
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The Abomination

You are a monster, fated and infected by a vile curse or urges that transformed you into a creature of nightmare. Normal emotions have become alien to you. Only a cold, gnawing void remains. Most of those who become abominations are victims of monstrous attacks, created by a vicious progenitor who drained them dry of any potential for normal life, then cast them aside. Others seek out this path from their own fear of infirmity, bloodthirst and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds his or her fate invoked by an ancient family curse, or that he or she is a member of an extended clan of monstrous creatures who pass their curse down to those they deem worthy—whether by choice or not.

Whatever their origins, abominations are not slaves to their creators. Even those beholden to a progenitor retain free will, and have a chance to avoid sinking into the bestial depravity so common among their kind by fulfilling their own destiny. Abominations can learn to tame their inner beast and channel it to push beyond the limits of mortals and breaks the dark bonds chaining them to a cruel destiny. Vampire, lycanthropes, unstoppable slayers and revived are the most exceptional examples of those who carry this dark curse, using their powers not solely for murder and personal gain. Some become the greatest of heroes, but even those abominations are aware that few among the common folk have the ability to see past the frightening reality of their dark nature. Avoiding the scrutiny of superstitious folk and disguising his or her needs and abilities serves an abomination best. Trusted companions, enemies to slay to quiet their dark urges, and reasons to avoid civilized areas for extended times make an adventuring life the perfect choice for such characters.

Proficiency Bonus​

Level​

Feature​

Grim Attacks​

Beast

Threshold​

Unarmored Movement​

+2​

1​

Unarmored Defense, Grim Attacks, Burden​

1d4​

-​

+ 0 ft​

+2​

2​

The Beast Within, Unarmored Movement​

1d4​

2​

+ 5 ft​

+2​

3​

Burden Feature​

1d4​

3​

+ 5 ft​

+2​

4​

ASI​

1d4​

4​

+ 5 ft​

+3​

5​

Extra Attack, Bestial Strike​

1d6​

5​

+ 5 ft​

+3​

6​

Inhuman Might, Burden Feature​

1d6​

6​

+ 5 ft​

+3​

7​

Calm the Beast​

1d6​

7​

+ 10 ft​

+3​

8​

ASI​

1d6​

8​

+ 10 ft​

+4​

9​

Evasion​

1d6​

9​

+ 10 ft​

+4​

10​

Warped Anatomy​

1d6​

10​

+ 10 ft​

+4​

11​

Burden Feature​

1d8​

11​

+ 15 ft​

+4​

12​

ASI​

1d8​

12​

+ 15 ft​

+5​

13​

Disquiet​

1d8​

13​

+ 15 ft​

+5​

14​

Abominable Fortitude​

1d8​

14​

+ 15 ft​

+5​

15​

Unnatural Vigor​

1d8​

15​

+ 15 ft​

+5​

16​

ASI​

1d8​

16​

+ 15 ft​

+6​

17​

Burden Feature​

1d10​

17​

+ 20 ft​

+6​

18​

Fate-Spurned's Fury​

1d10​

18​

+ 20 ft​

+6​

19​

ASI​

1d10​

19​

+ 20 ft​

+6​

20​

Undying Purpose​

1d10​

20​

+ 20 ft​
Hit Points


Hit Dice
: 1d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Abomination level after 1st


Proficiencies
Armor
: none

Weapons: simple weapons

Tools: any one type of artisan's tools or any one musical instrument of your choice

Saving Throws: Constitution, Dexterity

Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Investigation, Stealth and Survival.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Grim Attacks
Your master a style of combat that blends desperate, savage and vicious attack that use unarmed strikes and abominations weapons, which are any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only abomination weapons and you aren't wearing armor or wielding a shield.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and abomination weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain abomination levels, as shown in the Grim Attacks column of the Abomination table.
  • When you use the Attack action with an unarmed strike or an abomination weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn
Burden
Starting at 1st level, you decide which darkened fate burdens you. Choose from the Revived, the Shifter, the Slayer or the Vampire

The Beast Within
Starting at 2nd level, your willpower allows you to gain a modicum of control over your hunger. Your access to this energy is represented by your beast threshold points. Your abomination level determines the number of points you can spend on your feature before you reach the point where you would unleash the Beast Within, which you cannot afford.

You can gain these points to fuel various beast features. You start knowing two such features: Flurry of Blows and Endure. You learn more beast features as you gain levels in this class.

When you gain a beast point, it counts against your beast threshold until you finish a short or long rest, at the end of which you purge all of your gain beast point out of yourself. You cannot gain more beast point than your threshold. You must spend at least 30 minutes of the rest to calm yourself in quiet isolation to reset your beast threshold points to 0.

Some of your beast features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Beast save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier​

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend gain 1 beast point to make two unarmed strikes as a bonus action.

Endure
You can use a reaction to reduce the damage from an attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your abomination level. If this feature reduce the damage to 0, you can gain 1 beast point to make an attack against the attacker, if its in your melee range.

Feat of Strength
As a bonus action, you gain 2 beast points and you gain a +5 bonus to Strength checks until the end of your next turn. Your jump distance is also doubled until the end of your turn.

Ability Score Improvement
When you reach 4th 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bestial Strike
Starting at 5th level, you fury can break your foe in a single strike. When you hit another creature with a melee weapon attack, you can gain 1 beast point to attempt a bestial strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Inhuman Might
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Be Still, my Heart
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Evasion
At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Warped Anatomy
At 10th level, you control the darkness brewing in you, making you immune to disease and poison.

Disquiet
Starting at 13th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Abominable Fortitude
Beginning at 14th level, the horrors you've endured gain you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can gain 1 beast point to reroll it and take the second result.

Unnatural Vigor
Beginning at 15th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can gain 1 beast point (no action required) to have 1 hit point instead.

Fate-spurned's Fury
Starting at 18th level, you can channel you hatred toward your cursed destiny into a powerful strike. When you make a damage roll, you can add the number of beast point your currently have accumulated to the total. You must complete a short rest or a long rest before you can use this feature again.

Relentless Soul
At 20th level, you will not rest until you see your curse lifted. You gain the following benefits:
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You no longer age.
  • If you die, roll a d20. On a 11 or higher, you enter a catatonic with 0 hit points, instead of dying, and you fall unconscious. You appear at the same spot 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Damn! That's pretty good!

I still think that werewolf is best as a race element rather than a class element, but in generally I really like this concept.

Further iteration should definitely push it a bit further away from being a reskinned monk, however. Perhaps each subclass has a "flurry of blows" type feature, instead. Some might have simply added necrotic damage, or another might have a life drain ability, for instance.

also, why not give them the ability to spend Hit Dice to fuel class features, and regain Hit Dice (up to a level based limit) using a class feature, or something like that.
 

Damn! That's pretty good!

I still think that werewolf is best as a race element rather than a class element, but in generally I really like this concept.

Further iteration should definitely push it a bit further away from being a reskinned monk, however. Perhaps each subclass has a "flurry of blows" type feature, instead. Some might have simply added necrotic damage, or another might have a life drain ability, for instance.

also, why not give them the ability to spend Hit Dice to fuel class features, and regain Hit Dice (up to a level based limit) using a class feature, or something like that.

Thanks!

This would definitively be a big no-no to put this class next to the monk: its more or less a cheap reskin :P
From my perspective, this would replace the monk. Why? Because I think that with the new generation of players, the ''kung-fu movie'' vibe of the monk is a little passé (at my table, at least). They have a 80' feel that we, as players born in the 90' and 2000', dont relate much. Anime and JRPG heroes are more trendy, and I believe that a Fighting Style that allows a fighter to have a competitive AC without any armor, a maybe some fighter archetypes using unarmed strikes or exotic weapon would fill the niche easily. Then, you replace the class with the Abomination, a class that satisfy the edgy/emo class niche that new players love so much. :P

About the Hit Die as a resource: I think the archetypes will use them. Vampire will have a bite attack X time per short rest to regain health by spending 1 of the target Hit Dice. Revived will spend HD to pass trough walls, Shifter will be able to spend HD when first shifting to gain a pool of Temp HP, Slayers will use their HD to lower lose some accumulated beast point etc.
 


Thanks!

This would definitively be a big no-no to put this class next to the monk: its more or less a cheap reskin :p
From my perspective, this would replace the monk. Why? Because I think that with the new generation of players, the ''kung-fu movie'' vibe of the monk is a little passé (at my table, at least). They have a 80' feel that we, as players born in the 90' and 2000', dont relate much. Anime and JRPG heroes are more trendy, and I believe that a Fighting Style that allows a fighter to have a competitive AC without any armor, a maybe some fighter archetypes using unarmed strikes or exotic weapon would fill the niche easily. Then, you replace the class with the Abomination, a class that satisfy the edgy/emo class niche that new players love so much. :p

About the Hit Die as a resource: I think the archetypes will use them. Vampire will have a bite attack X time per short rest to regain health by spending 1 of the target Hit Dice. Revived will spend HD to pass trough walls, Shifter will be able to spend HD when first shifting to gain a pool of Temp HP, Slayers will use their HD to lower lose some accumulated beast point etc.
When I run dnd for kids at the library, the monk is quite popular, so replacing the monk definitely isn’t an option for my table.

In fact, the anime fans want to play the monk. You can’t Naruto run with a fighter. 😂
 

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