Vampyric Fledgling:
Prerequisite: Minimum level of 5, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Drain Blood[/TD][/TR][TR][TD]2[/TD][TD]Blood Magic[/TD][/TR][TR][TD]3[/TD][TD]ASI[/TD][/TR][TR][TD]4[/TD][TD]
[/TD][/TR][TR][TD]5[/TD][TD]Mental Fortress[/TD][/TR][/TABLE]
Master Vampire:
Prerequisite: Minimum level of 10, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Blood Magic, Drain Blood, Paralysing Gaze[/TD][/TR][TR][TD]2[/TD][TD]ASI[/TD][/TR][TR][TD]3[/TD][TD]
[/TD][/TR][TR][TD]4[/TD][TD]
[/TD][/TR][TR][TD]5[/TD][TD]Cling to Life[/TD][/TR][/TABLE]
Nosferatu:
Prerequisite: Minimum level of 15, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Blood Magic, Drain Blood, ASI[/TD][/TR][TR][TD]2[/TD][TD]Power of Life[/TD][/TR][TR][TD]3[/TD][TD]
[/TD][/TR][TR][TD]4[/TD][TD]ASI[/TD][/TR][TR][TD]5[/TD][TD]Link to Life[/TD][/TR][/TABLE]
The idea being that swapping into Vampire doesn't cost the same loss of power as usual multiclassing: you can go straight from level 15 Fighter to (effectively) level 16 Vampire.
Drain Blood: When you make a melee attack with advantage against a suitable target, you may use your bonus action to make an unarmed attack against that target that deals piercing damage. On a hit, you may regain one spent hit die.
Blood Magic: You may spend your hit dice to cast spells. For every hit die spent the level of the spell you can cast is increased by 2, to a maximum of 5.
Mental Fortress: You have advantage on saving throws against being charmed, and are immune to being frightened.
Paralysing Gaze: You may spend a hit die as a bonus action to grant advantage to your next attack against a target that can see you.
Cling to Life: When you would be reduced to 0 hit points but not killed outright, you may spend a hit die to regain health equal to the value rolled plus your constitution modifier. Once you use this feature you cannot use it again until after a short or long rest. Additionally you suffer none of the drawbacks of old age, and cannot die from ageing.
Power of Life: When you cast a level 5 spell using your Blood Magic feature, you may roll one of the spent dice and then regain health equal to its value.
Prerequisite: Minimum level of 5, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Drain Blood[/TD][/TR][TR][TD]2[/TD][TD]Blood Magic[/TD][/TR][TR][TD]3[/TD][TD]ASI[/TD][/TR][TR][TD]4[/TD][TD]
[/TD][/TR][TR][TD]5[/TD][TD]Mental Fortress[/TD][/TR][/TABLE]
Master Vampire:
Prerequisite: Minimum level of 10, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Blood Magic, Drain Blood, Paralysing Gaze[/TD][/TR][TR][TD]2[/TD][TD]ASI[/TD][/TR][TR][TD]3[/TD][TD]
[/TD][/TR][TR][TD]4[/TD][TD]
[/TD][/TR][TR][TD]5[/TD][TD]Cling to Life[/TD][/TR][/TABLE]
Nosferatu:
Prerequisite: Minimum level of 15, taken damage from a vampire.
Hit Die: 2d4
[TABLE="class: grid, width: 500, align: left"][TR][TD]Level
[/TD][TD]Features
[/TD][/TR][TR][TD]1[/TD][TD]Blood Magic, Drain Blood, ASI[/TD][/TR][TR][TD]2[/TD][TD]Power of Life[/TD][/TR][TR][TD]3[/TD][TD]
[/TD][/TR][TR][TD]4[/TD][TD]ASI[/TD][/TR][TR][TD]5[/TD][TD]Link to Life[/TD][/TR][/TABLE]
The idea being that swapping into Vampire doesn't cost the same loss of power as usual multiclassing: you can go straight from level 15 Fighter to (effectively) level 16 Vampire.
Drain Blood: When you make a melee attack with advantage against a suitable target, you may use your bonus action to make an unarmed attack against that target that deals piercing damage. On a hit, you may regain one spent hit die.
Blood Magic: You may spend your hit dice to cast spells. For every hit die spent the level of the spell you can cast is increased by 2, to a maximum of 5.
Mental Fortress: You have advantage on saving throws against being charmed, and are immune to being frightened.
Paralysing Gaze: You may spend a hit die as a bonus action to grant advantage to your next attack against a target that can see you.
Cling to Life: When you would be reduced to 0 hit points but not killed outright, you may spend a hit die to regain health equal to the value rolled plus your constitution modifier. Once you use this feature you cannot use it again until after a short or long rest. Additionally you suffer none of the drawbacks of old age, and cannot die from ageing.
Power of Life: When you cast a level 5 spell using your Blood Magic feature, you may roll one of the spent dice and then regain health equal to its value.
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