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Cursed Class: Vampire

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.

DAUGHTER OF COLDHARBOUR

When Tamriel was still newly formed, Molag Bal set out to thwart Arkay, the aedra who has dominion over the cycle of birth and death. Bal, the prince of oppression and spiritual enslavement, sought out to best the prideful god and prevent man and mer from meeting death.

Molag Bal traveled to Tamriel in the aspect of a man, where he took the Nedic virgin, Lamae Beolfag, and savagely raped and befouled her body before departing from Nirn. Lamae was found by nomads, who tried to care for her, but they ultimately failed. It was recorded that when Lamae passed into death, the nomads had tried to cremate her, but she rose from the dead and murdered them.

The truth, however, is even darker than the fiction. Lamae did not die from her wounds. Instead, her body was rapidly healing, stitching together the wounds that had ravaged her. This supernatural restoration frightened the nedes to the point that they intended to murder the poor woman, choosing to set her on fire and burn out the disease that was corrupting her. She awoke during the ceremony and slaughtered them all. She ripped the throats of the women, ate the eyes of the children, and raped their men as cruelly as Bal had ravished her.

After Lamae had regained composure over herself, she reflected on what she had done, horrified of what she became and called out to Arkay, who had forsaken her. In retaliation for his neglect, Lamae set out to spread the disease of vampirism to the followers of Arkay, mocking his failure over his own domain. Known as the Daughter of Coldharbour, Lamae created more vampires, spreading the curse across Tamriel.

Since then, many worshipers of Molag Bal have been 'blessed' with his curse, creating new bloodlines, each with their own unique gifts and burdens.

RITE OF THE SCION

A prominent cult of vampires is based in Coldharbour, Molag Bal's Plane of Oblivion. Vampires are known to make pilgrimages to these headquarter's to engage in an ancient ritual known as the Rite of the Scion. During the Rite, vampires experience visions from Lamae's past, along with profane symbols of Arkay and Molag Bal.

After the first stage of the ritual is complete, the initiate submerges themselves in a pool of water, where they are completley drained of their blood by the cult's priests. If the initiate is deemed worthy, Lamae Bal herself appears and revives them with her own blood, enhancing their powers and making them a full member of her coven.

CONTRACTING VAMPIRISM

Once initially contracted, your vampirism doesn't take effect immediately, although you begin the feel the effects of the transformation. While you sleep, you suffer from strange dreams and visions reminiscent to your fate. Each of the different bloodlines have a unique way of developing the curse.

NOXIPHILIC SANGUIVORIA

When you finish a long rest after contracting Noxiphilic Sanguivoria, you are immediately aged by 20 years and your face becomes guant and pale. Other than the changes to your physical appearance, you feel no other additional affects. After three days time, you succumb to your disease and after your next long rest you become a vampire.

PORPHYRIC HEMOPHILIA

With each day that passes after you contract the disease, you feel more and more exhausted until you finally succumb and die. At the start of each subsequent day after infection, you gain 1 level of exhaustion. Eventually, without cure or prevention, you will die from your exhaustion. Upon death, you are resurrected as a vampire.

SANGUINARE VAMPIRIS

Sanguinare Vampiris is a particularly painful disease. At the start of each subsequent day after infection, your maximum hit points are permanently reduced by 25 points. Unless you cure your disease, your hit point maximum will eventually be reduced to 0 and you will die. Upon death, all of your hit points are restored and you are resurrected as a vampire.

CURING VAMPIRISM

Before the curse takes over your body, curing the disease is relatively easy. Any cure disease spell or potion immediately removes the disease. However, curing vampirism after it has taken over is a much more elaborate and monumental task, which could include seeking out rare herbs or collecting the ashes of another powerful vampire, and could become a campaign in itself.

PREREQUISITES

In order to advance as a vampire, you must meet the following prerequisites:

  • You must have contracted the Noxiphilic Sanguivoria, Porphyric Hemophilia, or Sanguinare Vampiris disease. The next time you level, you can choose to gain your first level as a vampire.

  • You can't already be a lycanthrope. The disease that causes vampirism and the disease that cause lycanthropy are not compatible and can't be mixed.

  • If you have previously been cured of vampirism, you can't contract any vampiric disease again.

  • Refer to chapter 6 of the Player's Handbook for more information on multiclassing.

CLASS FEATURES

As a Vampire, you gain the following class features:

HIT POINTS

Hit Dice: d8

Hit Points per Levels: 1d8 (or 5) + your Endurance modifier per vampire level.

PROFICIENCIES

Tools: None

Saving Throws: None

Skills: None

EQUIPMENT

The vampire cursed class does not grant any special equipment.

VAMPIRISM

When you become cursed with vampirism, the following rules apply:

  • Your Strength, Agility, and Endurance attribute scores become 18 if they aren't already higher.

  • You become immune to disease and poison damage and you can't be diseased or poisoned.

  • You no longer require air.

  • You become vulnerable to sunlight damage.

  • When you die, your body turns to ash and you can only be resurrected by a wish spell.

Vampires experience powerful changes with each day that passes without feeding on the blood of a mortal. These changes are both beneficial and detrimental and become more extreme as you progress through the various stages. These changes are listed in the Stages of Vampirism table.

STAGES OF VAMPIRISM

Stage 1

--

Stage 2

  • Your facial features appear noticeably gaunt and sickly.

  • +1 bonus to melee and ranged attack and damage rolls.

  • +1 bonus to your spell save DC and spell attack modifier.

Stage 3

  • Your appearance is noticeably diseased. Many people will attempt to avoid you and suspicious creatures can attempt to discover your true nature with a DC 15 insight check. Guards, prefects, and townspeople who detect your vampirism are likely to be hostile towards you.

  • +2 bonus to melee and ranged attack and damage rolls.

  • +2 bonus to your spell save DC and spell attack modifier.

  • You gain vulnerability to fire.

Stage 4

  • Your vampiric nature is readily noticeable. Guards, prefects, and townspeople are likely to be hostile towards you.

  • +3 bonus to melee and ranged attack and damage rolls.

  • +3 bonus to your spell save DC and spell attack modifier.

  • You have vulnerability to fire.

As a vampire, you also gain the following benefits, traits, and actions:

Bite. As an action, you can bite a creature that is willing, or that is grappled, incapacitated, or restrained. If the creature isn't willing, make a melee weapon attack. On a successful hit, you deal 1d6 + your Strength modifier piercing damage plus 3d6 shadow damage. The target's hit point maximum is reduced by an amount equal to the shadow damage taken, and you regain hit points equal to that amount. The reduction lasts until the creature finishes a long rest.

If the target is a humanoid, it is cursed with your vampiric bloodline if it fails an Endurance saving throw (against your spell save DC) or if it dies from this attack.

Hunter's Sight. You gain darkvision up to 60 feet.

BLOODLINE

The vampire that infects you determines your bloodline: Noxiphilic Sanguivoria, Porphyric Hemophilia, and Sanguinare Vampiris.

Your bloodline grants you features at 1st level, and again at 6th and 10th level.

SPELLCASTING

Your preternatural power grants you the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The vampire spell list is detailed at the end of the class description.

CANTRIPS

You know two cantrips of your choice from the vampire spell list. You learn additional vampire cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vampire table.

MAGICKA

The Vampire table shows how much magicka you have to cast your spells of 1st level and higher. The table also shows what the level spells you can cast. To cast one of your vampire spells of 1st level or higher, must expend magicka, as noted in the spell's description and the Magicka Cost table. You regain all expended magicka when you finish a long rest.

For example, if you know the 1st-level spell thunderwave and have a Spell Level of 2nd, you can cast thunderwave using magicka to cast it at either level. Refer to Spell Point Cost table on page 288 of the Dungeon Master's Guide or the Magicka Cost table in the Spellcasting chapter of the basic rules.

PREPARING AND CASTING SPELLS

The Vampire table shows how much magicka you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend magicka, as noted in the spell's description and the Magicka Cost table. You regain all expended magicka when you finish a long rest.

You prepare the list of vampire spells that are available for you to cast, choosing from the vampire spell list. When you do so, choose a number of vampire spells equal to your Personality modifier + your vampire level (minimum of one spell). The spells must be of a level for which you can cast.

For example, if you are a 3rd-level vampire, you can cast a prepared spell at either 1st or 2nd level. With a Personality of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it at either 1st or 2nd level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of vampire spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

SPELLCASTING ATTRIBUTE

Personality is your spellcasting attribute for your vampire spells, and you use your Personality whenever a spell refers to your spellcasting attribute. In addition, you use your Personality modifier when setting the saving throw DC for a vampire spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Personality modifier

Spell attack modifier = your proficiency bonus +

your Personality modifier

NIGHTSTALKER'S FOOTSTEPS

Starting at 2nd level, you you have advantage on an Agility (Sneak) check if you move no more than half your speed on the same turn.

LEGENDARY RESISTANCE

Also at 2nd level, you gain a supernatural ability to overcome your failures. If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must complete a long rest before you can do so again.

When you reach 4th level, you can use this feature 2 times between long rests, and at 8th level you can use this feature 3 times between long rests.

VAMPIRE'S SEDUCTION

At 4th level, you can use your supernatural charisma to seduce creatures to do your bidding, or force them to become willful cattle. Choose one creature you can see within 30 feet of you. If the creature can see you, it must succeed on a Willpower saving throw. On a failed save, the creature is charmed by you and regards you as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests or actions in the most favorable way it can, and is a willing target for your bite.

The effect lasts for 24 hours, but ends if you die, are on a different plane of existence, or if you take a bonus action to end the effect.

The creature can repeat it's saving throw if you or your companions do anything harmful to it, ending the effect on a success.

EMBRACE OF SHADOWS

Beginning at 8th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

REGENERATION

At 10th level, you regain 10 hit points at the start of your turn if you have at least 1 hit point and aren't in sunlight. If you take any sunlight damage, this feature doesn't function at the start of your next turn.

BLOODLINES

A vampire's bloodline is determined by the vampire who infected it, which in turn affects its abilities. Clans of vampires either group together based on their bloodline, or by somewhat peacefully sharing the same feeding grounds. Some of the more powerful clans have established strongholds with all of the amenities a vampire could desire.

NOXIPHILIC SANGUIVORIA

Unlike the other forms of vampirism, the vampires of the Noxiphilic Sanguivoria strain are not weakened by sunlight, but are instead strengthened by the night.

NOXIPHILIC VAMPIRISM

As you advance through the stages of vampirism, your ability to naturally recover from your wounds is reduced, however, you are able to recover magicka at an increased rate. Refer to the Noxiphilic Sanguivoria Stages of Vamprirism table for detailed information.

NOXIPHLIC SANGUIVORIA STAGES OF VAMPIRISM

Stage 1

--

Stage 2

  • Only 3/4 of your available hit die can be used to recover hit points (rounding up). The remaining hit die can be used to restore magicka points.

Stage 3

  • Only half of your available hit die can be used to recover hit points, while the other half can only be used to restore magicka points.

Stage 4

  • Your hit dice can't be used to recover hit points and can only be used to restore magicka points.

As a vampire of the Noxiphilic Vampirism strain, you also gain the following feature:

Strength of the Night. You feel more powerful during the night. Between dusk and dawn, you add your Intelligence modifier to your damage rolls from weapon attacks and spells.

BLOODLINE SPELLS

You gain bloodline spells at the vampire levels listed.

NOXIPHLIC SANGUIVORIA BLOODLINE SPELLS

Vampire Level Spells

1st Bane, Dissonant Whispers

3rd Darkness, Ray of Enfeeblement

5th Bestow Curse, Speak with Dead

7th Arcane Eye, Blight

9th Dream, Geas

MIST FORM

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

UNNATURAL RESISTANCE

At 10th level, your vampiric bloodline grants you a supernatural defense to harm. When you are reduced to half your health or less, you gain resistance to all damage.

PORPHYRIC HEMOPHILIA

By far the most common strain of vampirism, Porphyric Hemophilia has spread from High Rock to Morrowind. Many vampires from this bloodline are experts at concealing their curse, since they are nearly indistinguishable from others when they are well fed, and a few of them are rumored to be living in cities throughout Tamriel.

As the most prevalent bloodline, there are many different clans of vampires within the Porphyric Hemophilia family. These range from outcast, barbaric tribes, to noble houses.

PORPHYRIC VAMPIRISM

Vampires from the Porphyric Hemophilia bloodline advance through the Stages of Vampirism in a unique way. When you feed on the blood of a mortal, you immediately gain 1 stage of vampirism. Once you've fed, you can't gain any additional benefit from feeding until the next day at dawn.

Each day that passes that you have not fed reduces your stage of vampirism by 1.

Equally unique is the way your bloodline alters your visual appearance. Unlike the other bloodlines, the more you feed, the more human you look. The visual stages of vampirism are reversed, and you can easily pass as a living creature at Stage 4.

PORPHYRIC HEMOPHILIA STAGES OF VAMPIRISM

Stage 1

  • Your vampiric nature is readily noticeable. Guards, prefects, and townspeople are likely towards be hostile to you.

Stage 2

  • Your appearance is noticeably diseased. Many people will attempt to avoid you and suspicious creatures can attempt to discover your true nature with a DC 15 insight check. Guards, prefects, and townspeople who detect your vampirism are likely to be hostile towards you.

  • Sunlight Aversion. You take 5 sunlight damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

Stage 3

  • Your facial features appear noticeably gaunt and sickly.

  • Sunlight Sensitivity. You take 10 sunlight damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Stage 4

  • Your vampiric physical traits are nearly indistinguishable from the living, aside from your sharpened teeth.

  • Sunlight Hypersensitivity. You take 20 sunlight damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.

  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

As a vampire of the Porphyric Hemophilia strain, you also gain the following feature:

Grace of Order. Your Personality score increases by 2, as does your maximum for that score.

BLOODLINE SPELLS

You gain bloodline spells at the vampire levels listed.

PORPHYRIC HEMOPHILIA BLOODLINE SPELLS

Vampire Level Spells

1st Charm Person, Disguise Self

3rd Detect Thoughts, Pass Without Trace

5th Fear, Nondetection

7th Greater Invisibility, Hallucinatory Terrain

9th Dominate Person, Rary's Telepathic Bond

REIGN OF TERROR

Starting at 6th level, you can use an action to channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice that can see you and is within 30 feet of you must make a Willpower saving throw. On a failed save, the target is frightened for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you it can attempt another Willpower saving throw to end the effect on it.

PORPHYRIC ASCENDANCE

At 10th level, you have ascended within your bloodline and have developed a mastery over your greatest weaknesses. You are no longer vulnerable to sunlight damage, nor are you affected by the affects of Sunlight Aversion, Sunlight Sensitivity, or Sunlight Hypersensitivity traits from the Porphyric Hemophilia Stages of Vampirism. You also can choose to maintain the appearance of the living, regardless of your Vampirism Stage.

SANGUINARE VAMPIRIS

One of the most powerful strains of vampirism, vampires from the Sanguinare Vampiris bloodline typically live in the colder, northern provinces.

Although the bloodline thins with every new generation of vampires, there are many pure-bloods found throughout Tamriel that have the ability to transform into fearsome Vampire Lords.

VAMPIRE LORD

Vampires from the Sanguinare Vampiris bloodline are able to transform into a dangerous and fearsome creature known as the Vampire Lord. As an action, you are enveloped in thick black smoke, which fades away to reveal your transformed self. You appear as gruesome vampiric humanoid, with long sharp claws, and bat-like wings. Once you use this feature, you must finish a short or long rest before being able to do so again.

You can stay in your vampire lord form for a number of hours equal to half your vampire level (rounded down, minimum of 1). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

When you transform, the following rules apply:

  • You gain temporary hit points equal to 5 times your vampire level. If you are outside in sunlight when you transform, you do not gain the additional hit points. These temporary hit points last until you revert back to your normal form.

  • Your speed increases by 10 feet, and you gain the effects of Water Walk. While you move, you can choose to walk, as normal, or hover supernaturally.

  • Your stage of vampirism temporarily increases by 1, if it isn't already at the 4th stage. This stage reverts back to your current stage when you leave your vampire lord form.

  • You can't cast spells or make any actions except for those listed in the Vampire Lord Actions section.

  • You retain your statistics, senses, benefits, and features from your class, race, or other source and you can use them if your vampire lord form is capable of doing so.

  • You are unable to regain hit points from hit dice while in sunlight.

  • You choose whether your equipment merges into your new form, or falls to the ground in your space. You do not benefit from any armor you may have been wearing and can't use any weapons you had on you. Additionally, any equipment that merges with you has no effect until you leave this form. You can choose to continue to wear your jewelry and retain any benefits granted by it.

Vampire Lords are dangerous, fearsome creatures, and you will be attacked on sight if you are seen in this form. However, you are not recognizable in this form unless you are seen transforming.

VAMPIRE LORD ACTIONS

As a vampire lord, you have access to a limited amount of abilities. On your turn, you can take the following actions:

Vampire Claws. Melee weapon attack, reach 5 ft, one creature. Hit: 1d8 + your Strength modifier.

Cast Spell. You can use your action to cast one of the following spells: Bats, Animate Dead, Vampiric Drain, or any spell granted by your Blood Magic feature.

Night Power. You can use your action to use an ability granted by your night power feature.

NIGHT POWER

As a vampire lord, you gain the ability to use powerful night powers. You learn one night power of your choice, which are detailed under “Night Powers” below. You can only use one night power each turn.

You learn one additional night power of your choice at 6th and 10th level. Each time you learn a new night power, you can also replace one night power you know with a different one.

SANGUINARE VAMPIRIS STAGES OF VAMPIRISM

Stage 1

--

Stage 2

  • Sunlight Debility. While in sunlight, your Strength and Agility attributes are reduced by 2 and you have disadvantage on attack rolls and ability checks.

  • The magicka cost of your Vampriric Drain spell is reduced by 1 spell level, to a minimum of 1st level.

Stage 3

  • Sunlight Infirmity. While in sunlight, your Strength and Agility attributes are reduced by 4 and you have disadvantage on attack rolls and ability checks.

  • The magicka cost of your Vampriric Drain spell is reduced by 1 spell level, to a minimum of 1st level.

  • When you use your Vampire's Seduction feature, you can use a bonus action to impose disadvantage on the saving throw.

Stage 4

  • Sunlight Frailty. While in sunlight, your Strength and Agility attributes are reduced by 6 and you have disadvantage on attack rolls and ability checks.

  • The magicka cost of your Vampriric Drain spell is reduced by 1 spell level and now has a range of 30 feet. If you cast this spell at 1st level, you can cast it as a cantrip.

  • When you use your Vampire's Seduction feature, you can use a bonus action to impose disadvantage on the saving throw.

BLOODLINE SPELLS

You gain bloodline spells at the vampire levels listed.

SANGUINARE VAMPIRIS BLOODLINE SPELLS

Vampire Level Spells

1st Fog Cloud, Mark of Power

3rd Misty Step, Gust of Wind

5th Stinking Cloud. Tounges

7th Compulsion, Greater Invisibility

9th Awaken, Cloudkill

BLOOD MAGIC SPELLS

You gain blood magic spells at the vampire levels listed. You can only cast your blood magic spells while in your vampire lord form, unless you have otherwise prepared the spells.

Once you gain access to a blood magic spell, you always have it prepared. Blood magic spells don't count against the number of spells you can prepare each day.

BLOOD MAGIC SPELLS

Vampire Level Spells

3rd Vampiric Grip

5th Conjure Gargoyle

9th Hold Monster

FROST RESILIANCE

Beginning at 6th level, you gain resistance to frost damage and are comfortable in cold temperatures. When your vampirism reaches Stage 4, you become immune to frost damage.

POISON TALONS

At 10th level, while in your vampire lord form, your vampire claws attack deals an additional 1d8 poison damage.

NIGHT POWERS

The night powers are listed in alphabetical order:

Detect Life. You sense the presence of life within 30 feet of you. If you sense life in this way, you can use your action to see a faint aura around any living creature in the area that bears life.

The feature can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mist Form. As an action. you transform into a medium cloud of mist. While in mist form, you can't take any action, speak, or manipulate objects. You are weightless, and have a flying speed of 20 feet, can hover and can enter a hostile creature's space and stop there. In addition, you can't pass through water, but if air can pass through a space, you can do so without squeezing. You have advantage on Strength, Agility, and Endurance saving throws, and you are immune to all non-magical damage, except the damage you take from sunlight.

Supernatural Reflexes. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Unearthly Will. You can cast a spell granted by your Blood Magic feature without expending any magicka.

Once you use this feature, you must finish a short or long rest before you can use it again.

VAMPIRE SPELLS

CANTRIPS (0 LEVEL)

Chill Touch

Friends

Frostbite

Mage Hand

Message

Poison Spray

Prestidigitation

Ray of Frost

True Strike

1ST LEVEL

Armor of Agathys

Arms of Hadar

Animal Friendship

Bane

Black Hand

Charm Person

Compelled Duel

Comprehend Languages

Detect Magic

Disguise Self

Dissonant Whispers

Expeditious Retreat

False Life

Fog Cloud

Hex

Ice Knife

Illusory Script

Inflict Wounds

Magic Missile

Mark of Power

Ray of Sickness

Silent Image

Sleep

Speak with Animals

Tasha's Hideous Laughter

Vampiric Drain

Witch Bolt

2ND LEVEL

Animal Messenger

Bat Swarm

Blindness/Deafness

Calm Emotions

Cloud of Daggers

Crown of Madness

Detect Thoughts

Enhance Ability

Enthrall

Gust of Wind

Hold Person

Invisibility

Knock

Mirror Image

Misty Step

Phantasmal Force

See Invisibility

Shatter

Silence

Suggestion

Vampiric Grip

Zone of Truth

3RD LEVEL

Animate Dead

Bestow Curse

Clairvoyance

Conjure Gargoyle

Dispel Magic

Fear

Feign Death

Fly

Gaseous Form

Glyph of Warding

Hunger of Hadar

Hypnotic Pattern

Major Image

Nondetection

Sending

Speak with Dead

Stinking Cloud

Tongues

Water Breathing

Water Walk

Vampiric Touch

4TH LEVEL

Arcane Eye

Blight

Compulsion

Confusion

Death Ward

Dominate Beast

Evard's Black Tentacles

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Phantasmal Killer

Vampiric Cloud

Vitriolic Sphere

5TH LEVEL

Awaken

Cloud Kill

Cone of Cold

Contagion

Dominate Person

Dream

Geas

Hold Monster

Insect Plague

Legend Lore

Mislead

Modify Memory

Planar Binding

Scrying

Seeming

Telekinesis

Teleportation Circle

Weakness

SPELL DESCRIPTIONS

The following new spells for the vampire cursed class are presented in alphabetical order.

BAT SWARM

2nd-level illusion

Casting Time: 1 reaction, which you take in response to being damaged by a creature that you can see

Range: Self

Duration: Instantaneous

You transform into a swarm of bats, and can immediately move up to 20 feet without provoking opportunity attacks. You stay in your swarm of bat form until the start of your next turn. While as a swarm of bats, you are resistant to all damage taken.

BLACK HAND

1st-level destruction

Casting Time: 1 action

Range: Self

Duration: Instantaneous

Your hands emanate with darkness. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 poison damage.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d10 for each level above 1st.

CONJURE GARGOYLE

3rd-level conjuration

Casting Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 hour

You summon a gargoyle from the daedric realm of Coldharbour which appears in an unoccupied space that you can see within range.

The gargoyle is considered daedra, and it disappears when it drops to 0 hit points or when the spell ends.

The gargoyle is friendly to you and your companions. Roll initiative for the gargoyle, which has its own turn. It obeys any verbal command that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

MARK OF POWER

1st-level necromancy

Cast Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it with a curse. Until the spell ends, you deal an extra 1d6 disease damage to the target whenever you hit it with an attack.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

A remove curse spell cast on the target ends this spell early.

At Higher Levels. When you cast this spell at 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you cast this spell at 5th level, you can maintain your concentration on the spell for up to 24 hours.

VAMPIRIC CLOUD

4th-level necromancy

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of black fog centered on a point within range. The sphere spreads around corners, and any creature that is within the cloud or enters the cloud for the first time must make a Willpower saving throw. On a failed save, the creature deals only half damage with weapon attacks that use Strength for the next minute.

At the end of each of the affected creatures turns, it can make an Endurance saving throw against the spell. On a success, the spell ends.

The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell at 5th level or higher, the radius of the cloud increases by 20 feet for each level above 2nd.

VAMPIRIC DRAIN

1st-level necromancy

Cast Time: 1 action

Range: 5 feet

Duration: Instantaneous

You reach out your hand, as blood red vapor drains the life force from a creature you touch and transfers it to yourself. The creature must make an Endurance saving throw. On a failed save, it takes 2d4 shadow damage, and half as much on a successful one. You regain an amount of hit points equal to the shadow damage dealt.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d4 for each level above 1st.

VAMPIRIC GRIP

2nd-level necromancy

Cast Time: 1 action

Range: 30 feet

Duration: Instantaneous

A crimson beam of blood energy stretches out from your hand towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 3d12 shadow damage, and if the creature is Large or smaller, you pull the creature up to 20 feet towards you.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d12 for each level above 2ndt.

WEAKNESS

5th-level destruction

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

You send a black, oily sphere of negative energy at a creature that you can see within range. You choose disease, fire, frost, magic, poison, or shock, and then make a ranged spell attack. If attack hits, the creature becomes vulnerable to damage of the type you chose for the duration of the spell.

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