Vampyr Conclave

Some dhampir choose to fully embrace their vampiric heritage, becoming terrifying vampyrs that are not quite undead. Others suffer from curses that turns them into vampyrs. Whatever the case, vampyrs gradually take on the powers of their undead counterparts that make them a force to be reckoned with.

Vampyr Magic

Starting at 3rd level, you learn an additional spells when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd charm person
5th spider climb (self only)
9th gaseous form (self only)
13th polymorph (self, bat form only)
17th insect plague

Vampyr Bite

At 3rd level, you grow fangs you can use to drink blood. This natural weapon counts as a simple melee weapon for you and you add your Strength modifier to attack and damage rolls when you attack with it, as normal. It deals 1d6 piercing damage on a hit. If you already have a bite attack as a result of your species, this damage increases to 1d8 piercing damage. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Call Creatures of the Night

At 3rd level, you can call rats, bats, or wolves to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called beasts as a group, which takes its own turns. The DM has the creatures’ statistics. After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same beasts will not repeatedly heed your call.

Vampyr Drain

Starting at 6th level, your condition has a profound effect on your body. You don’t need to eat, drink (other than blood), or breathe. In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Vampyr Bite, you can roll one additional damage die when determining the necrotic damage the target takes.

Vampyr’s Rest

Beginning at 11th level, you don’t require sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. You can expend a spell slot to cast feign death on yourself in a resting place you designate beforehand. Designating a resting place requires you to rest in that spot for 4 hours and can be changed after a long rest.

Vampyr Vitality

At 15th level, at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point, are not in sunlight, and have no more than half of your hit points left. Additionally, if reduced to 0 hit points, you can cast gaseous form as a reaction instead of falling unconscious. If you take any damage or do not reach your resting place within 1 hour, you die.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

This is not the complete license attribution - see the full license for this page