Vampire


Faerun’s vampires are the Blood Moon’s offspring, and therefore eternally opposed to the clergy of Mirithlen, and the Lunar Cult who hunts and persecutes them, and not without reason. The curse they were struck by often turns them, out of necessity, instinct, or despair, into bloodthirsty monsters and murderous sadists. However, some rare individuals have learned how to dwell among the living and find their place within society, although only the fortress known as the Northern Lookout, in the northern lands, has so far shown such open-mindedness as to welcome them.

Those vampires who have not tamed their predatory nature are organized into small “families”, whose leader is usually the vampire who bestowed the gift, or transmitted the contagion, depending on the point of view, to the other members. Usually, these groups haunt abandoned ruins and settlements. There are, however, those clusters led by the Acolytes of Acirenzia, mother of all vampires, who often found settlements of their own.

Finally, there are those who, unable to come to terms with what they have become, condemn themselves to a lonely and roaming life, lost in the eternal, desolate night of Faerun. Lunar cultists and Ejre are usually reluctant to trust these creatures: the former consider the Blood Moon and all its children blasphemous, while the latter see the very existence of vampires as a subversion of the natural order of things and the balance between predators and prey.

All of Faerun’s vampires descend from Acirenzia, who was a priestess of Mirithlen in the early Lunar Age but eventually betrayed her goddess. Thanks to a blasphemous ritual, she polluted the radiant beauty of the Moon with the dark red of blood, still visible on certain nights, and for this act she was damned for eternity. Acirenzia passed on her curse to her Acolytes, and they propagated it throughout Faerun. Thus, a lineage was born whose destiny is eternally marked by a thirst for blood and lust for darkness, since the rays of the Full Moon weaken the vampires as a sign of the goddess’s vengeance.

A Moon Tormented Progeny

  • During the Full Moon Lunar Phase, Vampires cannot enter a dwelling unless they are expressly invited by an occupant. (a single invite allows the Vampire to enter such dwelling on any other occasion)
  • During the Full Moon Lunar Phase, Vampires have Disadvantage in Attack Rolls and sight-based Wisdom (Perception) checks when they, or else the target or the subject of their action, are directly hit by the moonlight.
LevelProficiency BonusFeaturesBite DamageGifts of Acirenzia
1+2Blood Power, Gifts of Acirenzia1d42
2+2Dark Path
3+2Heart of Darkness3
4+2Ability Score Improvement
5+31d64
6+3Dark Path feature
7+3Vermilion Resilience (I)5
8+3Ability Score Improvement
9+4Soul of Darkness6
10+41d87
11+4Dark Path feature
12+4Ability Score Improvement
13+5Mask of the Beast8
14+5Vermilion Resilience (II)
15+51d10
16+5Ability Score Improvement
17+6Dark Path feature
18+6Blood Balance
19+6Ability Score Improvement8
20+6Apotheosis of the Beast1d12

Class Features

At 1st level, you, as a Vampire, will have to adapt to your needs, no longer being able to ingest any nourishment but fresh blood. You no longer receive any benefit from consuming food (Supply). However, you will continue to suffer from lack of nourishment if you do not find sustenance. Supply gained from the Hunt & Gather Journey Activity will suffice however. Your eating habits are aided by the development of a predatory dentition, thanks to which you can use your own bite to make an unarmed weapon attack that deals piercing damage equal to 1d4 plus your Constitution modifier, and by doing so gaining as much Temporary Hit Points as the damage you inflicted. You can only use this attack against corporeal targets, provided you have Advantage on the Attack Roll. You can also use this attack against a target you have grabbed in combat, even if you do not have Advantage on the Attack Roll. If the target of the bite is an Aberration, a Fiend, or an Undead, you are Poisoned until the end of your next turn. The bite becomes more and more lethal as your levels increase: damage increases to 1d6 (5th level), 1d8 (10th level), 1d10 (15th level), and finally 1d12 (20th level).
At 1st level, you develop supernatural and mysterious abilities, the same that originated many myths and legends that surround the Vampire’s figure. You gain two Gifts from the following list and an additional gift to the 3rd, 5th, 8th, 10th, 15th, and 19th levels.
  • Dark Grace: As a bonus action, you can improve your mobility, increasing by 10 feet any jump made by the end of the turn; choosing this Gift twice allows you to cast the feather fall spell at will; choosing this Gift three times allows you to cast the levitate spell (only on yourself) once, then you regain its use after you complete a short or long rest.
  • Predatory Allure: Choose a skill between Deception, Persuasion, or Intimidation; when you can make a Charisma check using the selected ability, you gain a +2 bonus; you can choose this Gift multiple times, choosing a different skill each time, and your bonuses to previously chosen skills increases by 1.
  • Feral Magnetism: When you use the Animal Handling skill, consider any dice roll lower than 8 as 8; choosing this Gift twice allows you to cast the animal messenger spell at will; choosing this Gift three times allows you to cast the animal friendship spell once, then you regain its use after you complete a short or long rest. Does not apply to downtime activities.
  • Body of Mist: As a Reaction when you are hit by a melee attack with a weapon that is not magical, silvered or Grim, that deals slashing or bludgeoning damage, you can reduce the damage by 1d4; choosing this Gift twice extends its effectiveness to ranged weapon attacks and attacks that deal piercing damage; choosing this Gift three times allows you to cast the gaseous form spell (only on yourself) once, then you regain its use after you complete a long rest; if your level is 4th or lower, gaseous form ends at the end of your next turn.
  • Dominion over the Creatures of the Night: As an action, you can summon a Swarm of Bats: they will attack the nearest hostile creature, but leave at the end of your next turn; you can give new orders to the creatures summoned as an action; you can use this Gift once, then you regain its use after you complete a long rest; choosing this Gift twice allows you to summon 1d4 Wolves instead; choosing this Gift three times compels the summoned creatures to remain at your service until they are reduced to half or less of their Hit Points.
  • Superhuman Prowess: As a bonus action, you can have Advantage on the next Strength check made in the same turn; choosing this Gift twice doubles the vampire’s carrying capacity; if you choose this Gift three times, when you activate this gift, you also gain a 1d4 bonus to all your melee damage rolls made in the same turn.
  • Threat from above: You gain the ability to climb at half your speed, being able to climb completely smooth surfaces and even upside down; if you choose this Gift twice, your climbing speed becomes equal to your walking speed; if you choose this Gift three times, you will have Advantage on Attack Rolls and Strength (Athletics) checks when you attack from an overhead position in relation to the target.
At 2nd level, you embark on your chosen dark path. This choice provides new features at the 2nd, 6th, 11th and 17th levels.
At 3rd level, the blood of mortals nourishes your soul as much as your physique. When you make a bite attack against a humanoid target, you regain an amount of Incarnum (excess over your max is lost) equal to your Charisma modifier.
At 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase an ability score by 2, or increase two ability scores of your choice by 1. As usual, you cannot bring an ability above 20 through this privilege. At your option, you can give up this privilege to choose a feat instead.
At 7th level, your body is nothing more than an empty container for your bloodthirsty soul. If reduced to 0 Hit Points, you remain at 1 Hit Point instead if you have at least 1 Incarnum. Further Hit Point losses turn into Incarnum losses unless they are caused by critical hits or radiant damage. At 14th level, the amount of Incarnum lost in place of Hit Points is halved.
At 9th level, resorting to the power of your cursed blood makes you impervious to adversity, albeit eroding your soul. When you fail a Saving Throw, you can sacrifice 1d8 Incarnum to reroll, considering only the second roll to be valid. This feature can be used twice, and you regain each use you spent after you complete a long rest.
At 13th level, you can sacrifice a fragment of your soul and humanity to turn into a real night predator. As an action, you can sacrifice 2d6 Incarnum and cast the polymorph spell on yourself without having to spend any spell slots, and immediately turn into a Night Predator: a majestic and dreadful creature, with bat wings and wolf jaws. This feature can be used once, then you regain its use after you complete a short or long rest.

Night Predator

Large Monstrosity
Armor Class: 15 (Natural Armor)
Hit Points: 8 per character level
Speed: 35 ft, flying 60 feet
STRDEXCONINTWISCHA
1816156126
Skills Athletics +7, Perception +4, Stealth +6
Vulnerbility to radiant damage
Resistance to bludgeoning, piercing, slashing damage from non-magical attacks made with non-silvered weapons
Immunity to Frightened conditions
SensesPassive perception 14 (19 if hearing-based), Blind Vision 60 feet
Languages it may comprehend Common, but not speak it.

Traits

Scent of Blood the Night Predator has Advantage on attacks against targets it has grappled
Acute Senses the Night Predator has Advantage on smell and hearing based Wisdom (Perception) checks

Actions

Multiattack: the Night Predator makes one attack with Claws and one with Bite
Claws: melee weapon attack: +7 to hit, range 5 feet, one target, hit 11 (2d6+4) slashing damage, and the target is grappled (DC 15 to escape)
Bite melee weapon attack: +7 to hit, range 5 feet, one target, hit: 15 (2d10+4) piercing damage; if the target is grappled, the Night Predator gains as much Temporary Hit Points as the damage inflicted with the bite.
At 18th level, you can use your action and sacrifice 1d10 Incarnum. By doing so, you can redistribute your Hit Points and Incarnum at will between the two reserves. This feature can be used once, then you regain its use after you complete a long rest.
At 20th level, using the Mask of the Beast feature does not cost any Incarnum and it can be used at will.

Dark Paths

The Vampire’s cursed blood burns while their senses sharpen. As you become familiar with your gifts, you can choose which path to take in the eternal night and how to channel your vampiric essence to develop specific predispositions.

Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

Dark Path of the Scarlet Soldier

When you choose this archetype at 2nd level, you gain Proficiency in all martial weapons, shields, and medium armors. In addition, your maximum Hit Points increase by 1 for each Vampire level.

Bloodthirsty Grip

At 2nd level, when you successfully grapple your opponent while performing your Attack action, you can make an additional Bite Attack as a part of the same action.

Extra Attack

At 6th level, you can perform two attacks, instead of one, when performing an Attack action in your turn.

Chalice of Vigor

At 11th level, when you get a result of 6 or more on the dice roll on bite damage, you get a +2 bonus to all melee damage, AC and Saving Throws for 1 minute.

Blood Moon Vigor

At 17th level, your Strength and Constitution scores increase by 2 (up to a maximum of 22).
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

Dark Path of the Pale Hunter

When you choose this archetype at 2nd level, you become Proficient in the Stealth skill and in another skill of your choice.

Bloodthirsty Ambush

At 6th level, you can use your bite against surprised targets. If you hit and bite a surprised target, you automatically score a critical hit.

Celerity of Shadows

At 6th level, your speed increases by 10 feet.

Chalice of Terror

At 11th level, when you get a result of 6 or more in the dice roll for bite damage, the target is Frightened for one minute. The target can make a Wisdom Saving Throw (DC 15) at the end of each of its turns to end the condition. A target that has made a successful Saving Throw becomes immune to this effect for 24 hours.

Acuteness of the Blood Moon

At 17th level, your Dexterity and Intelligence scores increase by 2 (up to a maximum of 22).
Source: Nightfell © Angelo Peluso & Mana Project Studio 2021 Dark Path of the Night Mystic When you choose this archetype at 2nd level, you gain the ability to cast a variety of spells drawing on the power inherent to blood.
  • Spells: Below is the list of spells that can be cast with this feature. The following chart shows the number of known spells. When the chart indicates that you know one spell more than at the previous level, you can choose a spell of any level in which you have spell slots. The chart also shows the number of slots available to cast spells depending on the level; such spell slots are regained when a long rest is completed.
  • Spellcasting Ability: Charisma is the spellcasting ability of a Night Mystic, as their magic resides in the Vampire’s very blood, soul, and self. Take your Charisma score as a reference when a spell mentions the spellcasting ability. Use your Charisma modifier to determine the Difficulty Class (DC) of Saving Throws for Night Mystic spells cast or used to attack.
    • Saving Throw DC: 8 + your Proficiency bonus + your Charisma modifier
    • Spell Attack Modifier: your Proficiency bonus + your Charisma modifier
Night Mystic Level Known Spells 1st 2nd 3rd 4th 5th
2 4 1
3 5 2
4 6 2
5 7 3 1
6 8 3 1
7 9 3 2
8 10 3 2
9 11 3 2 1
10 12 3 2 1
11 13 3 2 2 1
12 14 3 2 2 1
13 15 3 2 2 1
14 16 3 2 2 2
15 17 3 3 2 2
16 18 4 3 2 2
17 19 4 3 2 2 1
18 20 4 3 2 2 1
19 21 4 3 2 3 1
20 22 4 4 3 3 1

Blood Weakening

At 6th level, when you make a successful bite attack, the target has Disadvantage on the next Saving Throw against spells you cast within the next minute.

Chalice of Power

At 11th level, when you get a result of 6 or more on the dice roll for bite damage, you regain a 1st level spell slot. This feature can be used as many times as your Constitution modifier, and you regain each use you spent after you complete a long rest.

Majesty of the Blood Moon

At 17th level, your Wisdom and Charisma scores increase by 2 (up to a maximum of 22).

As a vampire, you gain the following class features.

Hit Points
Hit Dice: 1d8 per Vampire level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier for Vampire level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: :Choose three between Athletics, Stealth, Arcana, History, Investigation, Religion, Insight, Perception, Deception, Intimidation, Persuasion

Source: Nightfell © Angelo Peluso & Mana Project Studio 2021

Multiclassing and the Vampire

You may only become a vampire through affliction.