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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The (Finally Useful) Vampire Class
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<blockquote data-quote="Ramripotek" data-source="post: 9732284" data-attributes="member: 7053644"><p><strong><em>Class Features</em></strong></p><p></p><p>You have the following class features.</p><p></p><p><strong><em>Bleeding Wounds</em></strong></p><p><em>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. </em></p><p><em></em></p><p><em><strong>Blood is Life</strong></em></p><p><em>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. </em></p><p><em></em></p><p><em><strong>Psychic Might</strong></em></p><p><em>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. </em></p><p><em></em></p><p><em><strong>Vampiric Arsenal</strong></em></p><p><em>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. </em></p><p><em>Weapon Prof. Damage Group Properties</em></p><p><em>Claws +3 1d8 Light blade Off-hand</em></p><p><em>Bite +3 1d6 Mace Bite</em></p><p><em>Special properties</em></p><p><em>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. </em></p><p><em>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. </em></p><p><em></em></p><p><em><strong>Vampiric Reflexes</strong></em></p><p><em>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. </em></p><p><em></em></p><p><em><strong>Note: </strong></em>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:</p><p><em>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. </em></p></blockquote><p></p>
[QUOTE="Ramripotek, post: 9732284, member: 7053644"] [B][I]Class Features[/I][/B] You have the following class features. [B][I]Bleeding Wounds[/I][/B] [I]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. [B]Blood is Life[/B] 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. [B]Psychic Might[/B] 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. [B]Vampiric Arsenal[/B] 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. [B]Vampiric Reflexes[/B] 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. [B]Note: [/B][/I]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: [I]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. [/I] [/QUOTE]
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