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


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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.

Don't feel bad: I'm pretty much gonna reskin the Half-Elf for a Duhallan and Kitsune when it comes to their ability score choices and few things. This is due to the fact that I see them both as Charisma casters. The Half-Elf allows me to keep the same ability score bonus that the Kitsune had in 4E.

But I'm probably gonna ste-I mean lovingly borrow this Abomination for subclass choices.....yeah something like that.
 
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Ok, well, I changed my mind. I think that reusing the ''discarded/unused'' UA Mystic's disciplines would lend better results.
  • Remove unarmed attack progression. 1d8 natural weapons, +1d8 necrotic at 10th and 14th
  • Remove movement bonus but keep unarmored defence.
  • Psi point = Willpower
  • No Talents, just Disciplines.
  • Disciplines dont have ''focus'' bonus.
  • Less Disciplines per PC
  • Keep the UA Mystics as is for the rest, but design better archetypes.
  • Trim the disciplines list, keeping only those that makes sense:

Aura sight, bestial form, brute strike, celerity, corosive metabolism, the 3 ''crowns of'', giant growth, iron durability, mantles of fury/fear/ awe, mastery of light and darkness, chameleon, psi weapon/restoration, psy inquisition/phantoms, telepatic contact.

My take is that it would look like creating a character for VtM/WtA with their blood disciplines/auspices (?)
 

Ok, well, I changed my mind. I think that reusing the ''discarded/unused'' UA Mystic's disciplines would lend better results.
  • Remove unarmed attack progression. 1d8 natural weapons, +1d8 necrotic at 10th and 14th
  • Remove movement bonus but keep unarmored defence.
  • Psi point = Willpower
  • No Talents, just Disciplines.
  • Disciplines dont have ''focus'' bonus.
  • Less Disciplines per PC
  • Keep the UA Mystics as is for the rest, but design better archetypes.
  • Trim the disciplines list, keeping only those that makes sense:

Aura sight, bestial form, brute strike, celerity, corosive metabolism, the 3 ''crowns of'', giant growth, iron durability, mantles of fury/fear/ awe, mastery of light and darkness, chameleon, psi weapon/restoration, psy inquisition/phantoms, telepatic contact.

My take is that it would look like creating a character for VtM/WtA with their blood disciplines/auspices (?)
I like it
 

You'd probably need to do it like some of those mini PrC classes that only went 3-5 levels but a mini class is probably the best way to do it with how 5e works
 

I like it

Burden of Vampirism

Level 1:
Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled or charmed by you, incapacitated, or restrained. When taking the Attack action, you can replace with a special bite attack. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Level 1:
Creatures of the Night. You can spend 3 willpower as bonus action to change in a bat swarm or dire wolf for 1 hour or until fall to 0 or change as a bonus action. At level 10, you can spend 5 willpower to cast gaseous form on yourself.

Level 6:
Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, you can walk across vertical surfaces and ceilings , and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.

Level 14
Beguiling Predator. Creatures charmed by you have disadvantage to all save against your disciplines.
 

Burden of Lycanthropy

Level 1:
Protean. You gain the Bestial Form discipline. I doest not count against your discipline maximum.

Level 1:
Beastly Instincts. Gain proficiency with Perception. Double proficiency if already proficient.

Level 6:
Grim retaliation. 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 spend 1 willpower point to make an attack against the attacker, if its in your melee range.

Level 14:
Moonlight-Blessed Hide. You reduce all piercing, bludgeoning and slashing damage from non-silvered weapons by 3.
 

Burden of the Slayer

Level 1:
Cathartic Kill. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your abomination level (minimum of 1 temporary hit point).

Level 1:
Slayers instruments. You gain proficiency with improvised weapons and simple weapon. They count as your natural attacks when it comes to damage die and feature.

Level 3:
Maniacal Flurry. When you use the Attack action, you can make one natural weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 6:
Find the Prey. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)

Level 6:
Be Still, my Heart. You have advantage against being charmed and frightened.

Level 14:
Grisly Finish. When you use your Find the Prey feature, you gain advantage on your next attack against the target. If the attack hit, you can spend 5 willpower and force the target to make a Constitution save or die. On a successful save, you deal your normal damage and the target is frightened of you until the end of its next turn.
 

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