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Working on a Custom Class: Vampire Hunter.
#11
Hey guys I've added up to 5th level on our Vampire Hunter class as well as a Vampire Race, I'll put it below the current class info.

    Overview: A vampire hunter gains a blessing from a god in order to hunt the cursed souls.
        Hit Points
    Hit Dice: 1d8 per Vampire Hunter Level.
    Hit Points at 1st Level: 8 + your Constitution modifier.
    Hit Points at Higher Levels: 1d8 + your Constitution or just at 6 + you Constitution.
        Proficiencies
    Armor: Light Armor.
    Weapons: Simple Weapons, Crossbows and Whips.
    Tools: Wood Working tools.
    Saving Throws: Wisdom and Dexterity.
    Skills: Choose 3 from Acrobatics, Athletics, Charisma, History, Insight, Religion or Stealth.
        Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    •    (a) a Hand Crossbow with 20 bolts or (b) a simple weapon and a whip.
    •    Leather armor
    •    (a) priest’s pack or (b) an explorer’s pack.
    •    A holy symbol.

Abilities and Level Requirement.
(1st Level) As a vampire hunter you deal 1d6 with whips instead of 1d4.
(1st Level) Once per rest + your Proficiency Bonus you can bless a flask of water to make it holy water.
(2nd) Fighting Style choose one.
    •    Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 to attack rolls.
    •    Holy Brawler: When fighting unarmed you now deal 1d4 and if you hold a holy symbol in your hand you also deal 1d4 radiant damage, this ability only works with one holy symbol.
    •    Improvised Slaying: As a vampire hunter you have learned how to effectively throw flasks of holy water (or other substances) and to fight with sharp stake like objects thus giving you proficiency.
(2nd) As a vampire hunter you have learned some basic spells in order to aid your war on the undead.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier.
(3rd Level) Once per rest + your wisdom modifier you can as a bonus action transform your holy symbol into a stake that deals 1d6 piercing damage and 1d4 holy damage, this effect lasts for 15 minutes. At levels 7th, 11th, and 15th you gain an extra use for example 2 + wisdom modifier at 7th level.
(4th) Ability Score Improvement. When you reach 4th level, and 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
(5th) Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Vampire Hunter Spells
Spells.
    1st
Alarm
Bane
Bless
Compelled Duel
Detect Evil and Good
Hunter’s Mark
Protection from Evil and Good
Sanctuary
    2nd
Blur
Branding Smite
Calm Emotions
Find Traps
Gentle Repose
Pass Without a Trace
Ray of Enfeeblement
Zone of Truth
    3rd
Aura of Vitality
Beacon of Hope
Blinding Smite
Crusader’s Mantle
Counter Spell
Feign Death
Glyph of Warding
Magic Circle
Nondetection
Phantom Steed
Remove Curse
    4th
Aura of Life
Aura of Purity
Death Ward
Guardian of Faith
Staggering Smite
    5th
Awaken
Dispel Evil and Good
Hallow
Hold Monster
Legend Lore

Vampire Race (I'm not sure how balanced this one is so it is currently under speculation)
    ⁃    Ability Score Increase: +2 CHA +1 INT
    ⁃    Age: This depends on what you were before being transformed as well as the race you were in life but generally Vampires go by how long they have been dead because it takes about four years until you “revive” after death.
    ⁃    Alignment. Always considered evil even if their actions say otherwise, they can violently fight against it but to anyone who can sense evil they will sense evil. Despite this their have been extremly good Vampires who
    ⁃    Size. This all depends on what race you were in life.
    ⁃    Speed. This will all depend on what you were in life.
    ⁃    Language. Common, Infernal and the language you knew in life. If you already know Infernal then ask your DM if you may choose one other language.
    ⁃    Advanced Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks when in sunlight. You also have 30 feet vision in sunlight. (Might end up changing this to 60 feet depending on need for balancing.)
    ⁃    Damage Resistance: You have resistance to Narchotic damage.
    ⁃    Damage Weakness: As a vampire you are weak to Radiant damage.
    ⁃    Superior Darkvision: Your darkvision has a radius of 120 feet.
    ⁃    Vampiric Blood. You know the Vicious Mockery Cantrip. Once you reach 3rd level, you can cast the Charm Person spell once per day as a 2nd level spell. Once you reach 5th level, you can also cast the Invisibility (as 2nd level) spell once per day. Charisma is your spell casting modifier.
    ⁃    Past Life: All vampires used to be someone before death so they retain one racial trait from their past life. If you choose something that gives ristance to Radiant damage it only nulls your weakness, it doesn't give resistance.
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#12
This looks well rounded. I love that you start with the vicious mockery cantrip.
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#13
I'm glad that the race feels well rounded and I loved the idea of giving the race the vicious mockery cantrip and am glad you agree DaggerDaggerDagger. So this post will be the current looking for all the way up to 20th level Vampire Hunter. There is one aspect I'm still working on but its getting late and I need to go to bed soon... but I'm really excited to share what I have finished so here we go.

Overview: A vampire hunter gains a blessing from a god in order to hunt the cursed souls that threaten to engulf the realm of the living.
Hit Points
Hit Dice: 1d8 per Vampire Hunter Level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 + your Constitution or just at 6 + you Constitution.
Proficiencies
Armor: Light Armor.
Weapons: Simple Weapons, Crossbows and Whips.
Tools: Wood Working tools.
Saving Throws: Wisdom and Dexterity.
Skills: Choose 3 from Acrobatics, Athletics, History, Insight, Medicine, Religion or Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Hand Crossbow with 20 bolts or (b) a simple weapon and a whip.
• Leather armor
• (a) priest’s pack or (b) an explorer’s pack.
• A holy symbol.

Abilities and Level Requirement.
(1st Level) As a vampire hunter you deal 1d6 with whips instead of 1d4.
(1st Level) Once per rest + your Proficiency Bonus you can bless a flask of water to make it holy water.
(2nd) Vampire Hunter Archtype.
• Holy Brawler:
⁃ When fighting unarmed you now deal 1d4 Radiant damage with your fist if you hold a holy symbol in your hand, this ability only works with one holy symbol.
⁃ At 11th level your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can impose disadvantage on their attack roll, but only if they are undead.
⁃ At 15th level you gain Superior Critical which means that your weapon attacks score a critical hit on a roll of 18-20.
• Improvised Slaying:
⁃ As a vampire hunter you have learned how to effectively throw flasks of holy water (or other substances) and to fight with sharp stake like objects thus giving you proficiency.
⁃ At 11th level you have learned how to fashion almost everything into a weapon used for fighting the undead, you can spend 12 hours building some form of weapon which you have advantage with; this will take only 6 hours if you can use your Woodworking Tools. Ask your DM what it would be considered.
⁃ At 15th level you have honed your skills and have learned how to enchant weapons to deal 1d4 Radiant damage, to do this you must destroy a Holy Symbol and spend at least 3 days infusing the innate Radiant power of the symbol into the weapon.
• Walking the Line.
⁃ You have started to straddle the line between Good and Evil magic which gives you access to a larger list of spells and 2 cantrip known.
⁃ At 11th level you have gained access to an extra spell slot for each level of spells that you can cast and know 1 more spell.
⁃ At 15th level you have learned gained the ability to cast one 6th level Cleric or Warlock spell without expending a spell slot. You must finish a long rest before you can do so again.
(2nd) As a vampire hunter you have learned some basic spells in order to aid your war on the undead.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
(3rd Level) Once per rest + your wisdom modifier you can as a bonus action transform your holy symbol into a stake that deals 1d6 piercing damage and 1d4 holy damage, this effect lasts for 15 minutes. At levels 9th and 15th you gain an extra use for example 2 + wisdom modifier at 9th level.
(4th) Ability Score Improvement. When you reach 4th level, and 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
(5th) Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
(6th) Slow Fall. Beginning at 6th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Vampire Hunter level.
(7th) At 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
(8th) Ability Score Improvement.
(9th) Nothing.
(10th) After years of fighting the undead you have developed resistance to Narcotic damage.
(11th) Vampire Hunter Archetype feature.
(12th) Ability Score Improvement.
(13th) None.
(14th) Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also you can’t be tracked by nonmagical means, unless you choose to leave tracks.
(15th) Vampire Hunter Archetype feature.
(16th) Ability Score Improvement.
(17th) None.
(18th) At 18th level, you can preternatural that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
(19th) Ability Score Improvement.
(20th) Vampire Slayer. At 20th Level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of the undead. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Vampire Hunter Spells (This is under revision because of the Walking the Line Archetype)
1st
Alarm
Bane
Bless
Compelled Duel
Detect Evil and Good
Hunter’s Mark
Protection from Evil and Good
Sanctuary
2nd
Blur
Branding Smite
Calm Emotions
Find Traps
Gentle Repose
Pass Without a Trace
Ray of Enfeeblement
Zone of Truth
3rd
Aura of Vitality
Beacon of Hope
Blinding Smite
Crusader’s Mantle
Counter Spell
Feign Death
Glyph of Warding
Magic Circle
Nondetection
Phantom Steed
Remove Curse
4th
Aura of Life
Aura of Purity
Death Ward
Guardian of Faith
Staggering Smite
5th
Awaken
Dispel Evil and Good
Hallow
Hold Monster
Legend Lore
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#14
Hey guys it's been a while but it is (mostly) done; meaning I need to either use the character myself or have someone else use it in a campaign to see the balance but that means most of the changing will be minimal at most, also I've fine tuned the Vampire Race as well. Also, I think I've found my new addiction; building classes. There's another I'm working on now called Living Weapon, I'll have it posted separately from here.

Vampire Hunter D&D Custom Class.
Overview: A vampire hunter gains a blessing from a god in order to hunt the cursed souls that threaten to engulf the realm of the living.
Hit Points
Hit Dice: 1d8 per Vampire Hunter Level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 + your Constitution or just at 6 + you Constitution.
Proficiencies
Armor: Light Armor.
Weapons: Simple Weapons, Crossbows and Whips.
Tools: Wood Working tools.
Saving Throws: Wisdom and Dexterity.
Skills: Choose 3 from Acrobatics, Athletics, History, Insight, Medicine, Religion or Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Hand Crossbow with 20 bolts or (b) a simple weapon and a whip.
• Leather armor
• (a) priest’s pack or (b) an explorer’s pack.
• A holy symbol.


Spell list is the same as the Ranger Spell list (I'm still working on a image version of this information but it's going to be a long time until I have that.)
Abilities and Level Requirement.
(1st Level) As a vampire hunter you deal 1d6 with whips instead of 1d4.
(1st Level) Once per rest + your Proficiency Bonus you can bless a flask of water to make it holy water.
(2nd) Vampire Hunter Archtype.
• Holy Brawler:
⁃ When fighting unarmed you now deal 1d4 Radiant damage with your fist if you hold a holy symbol in your hand, this ability only works with one holy symbol.
⁃ At 11th level your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can impose disadvantage on their attack roll, but only if they are undead.
⁃ At 15th level you gain Superior Critical which means that your weapon attacks score a critical hit on a roll of 18-20.
• Improvised Slaying:
⁃ As a vampire hunter you have learned how to effectively throw flasks of holy water (or other substances) and to fight with sharp stake like objects thus giving you proficiency.
⁃ At 11th level you have learned how to fashion almost everything into a weapon used for fighting the undead, you can spend 12 hours building some form of weapon which you have advantage with; this will take only 6 hours if you can use your Woodworking Tools. Ask your DM what it would be considered.
⁃ At 15th level you have honed your skills and have learned how to enchant weapons to deal 1d4 Radiant damage, to do this you must destroy a Holy Symbol and spend at least 3 days infusing the innate Radiant power of the symbol into the weapon. You can not stack this ability on the same weapon.
• Walking the Line.
⁃ You have started to straddle the line between Good and Evil magic which gives you access to a larger list of spells and 2 cantrip known.
⁃ At 11th level you have gained access to an extra spell slot for each level of spells that you can cast and know 1 more spell.
⁃ At 15th level you have learned the ability to cast one 6th level Cleric or Warlock spell without expending a spell slot. You must finish a long rest before you can do so again.
(2nd) As a vampire hunter you have learned some basic spells in order to aid your war on the undead.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
(3rd Level) Once per rest + your wisdom modifier you can as a bonus action transform your holy symbol into a stake that deals 1d6 piercing damage and 1d4 holy damage, this effect lasts for 15 minutes. At levels 9th and 15th you gain an extra use for example 2 + wisdom modifier at 9th level.
(4th) Ability Score Improvement. When you reach 4th level, and 8th, 12th, 16th and 19th level, you can increase one ability score by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
(5th) Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
(6th) Slow Fall. Beginning at 6th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Vampire Hunter level.
(7th) At 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
(8th) Ability Score Improvement.
(9th) Nothing.
(10th) After years of fighting the undead you have developed resistance to Narcotic damage.
(11th) Vampire Hunter Archetype feature.
(12th) Ability Score Improvement.
(13th) None.
(14th) Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also you can’t be tracked by nonmagical means, unless you choose to leave tracks.
(15th) Vampire Hunter Archetype feature.
(16th) Ability Score Improvement.
(17th) None.
(18th) At 18th level, you can preternatural that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
(19th) Ability Score Improvement.
(20th) Vampire Slayer. At 20th Level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of the undead or demons. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Vampire Hunter Spells
1st
Alarm
Bane
Bless
Compelled Duel
Detect Evil and Good
Hunter’s Mark
Protection from Evil and Good
Sanctuary
2nd
Blur
Branding Smite
Calm Emotions
Find Traps
Gentle Repose
Pass Without a Trace
Ray of Enfeeblement
Zone of Truth
3rd
Aura of Vitality
Beacon of Hope
Blinding Smite
Crusader’s Mantle
Counter Spell
Feign Death
Glyph of Warding
Magic Circle
Nondetection
Phantom Steed
Remove Curse
4th
Aura of Life
Aura of Purity
Death Ward
Guardian of Faith
Staggering Smite
5th
Awaken
Dispel Evil and Good
Hallow
Hold Monster
Legend Lore

Walking the Line Spell List
Cantrips.
Chill Touch
Eldritch Blast
Friends
Light
Minor Illusion
Ray of Frost
Sacred Flame
Spare the Dying
Poison Spray
1st.
Alarm
Bane
Bless
Charm Person
Compelled Duel
Command
Dissonant Whispers
Detect Evil and Good
False Life
Hunter’s Mark
Protection for Evil and Good
Sanctuary
Tasha’s Hideous Laughter
2nd.
Blur
Branding Smite
Blindness/Deafness
Calm Emotions
Crown of Madness
Detect Thoughts
Find Traps
Gentle Repose
Hold Person
Pass Without a Trace
Ray of Enfeeblement
Zone of Truth
3rd.
Aura of Vitality
Beacon of Hope
Bestow Curse
Blinding Smite
Crusader’s Mantle
Counter Spell
Fear
Feign Death
Glyph Warding
Hypnotic Pattern
Magic Circle
Nondetection
Phantom Steed
Remove Curse
Speak with Dead
4th.
Arcane Eye
Aura of Life
Aura of Purity
Blight
Confusion
Death Ward
Dominate Beast
Hallucinatory Terrain
Polymorth
Staggering Smite
5th.
Awaken
Contagion
Dispel Evil and Good
Dominate Person
Hallow
Hold Monster
Legend Lore
Mislead
Raise Dead
Telekinesis

Vampire Race D&D Custom Race. Subrace technically.
⁃ Ability Score Increase: +2 CHA +1 INT
⁃ Age: This depends on what you were before being transformed as well as the race you were in life but they generally go by how long they have been dead because it takes four years until you “revive” after death.
⁃ Alignment. Always considered evil even if their actions say otherwise, they can violently fight against it but to anyone who can sense evil they will sense evil.
⁃ Size. This all depends on what race you were in life.
⁃ Speed. This will all depend on what you were in life.
⁃ Language. Common, Infernal and the language(s) you knew in life. If you already know Infernal then ask your DM if you may choose one other language.
⁃ Advanced Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks while in sunlight. You can only see 60 feet in sunlight.
⁃ Damage Resistance: You have resistance to Narchotic damage.
⁃ Damage Weakness: As a vampire you are weak to Radiant damage.
⁃ Superior Darkvision: Your darkvision has a radius of 120 feet.
⁃ Vampiric Blood. You know the Vicious Mockery Cantrip. Once you reach 3rd level, you can cast the Charm Person spell once per day as a 2nd level spell. Once you reach 5th level, you can also cast the Invisibility (as 2nd level) spell once per day. Charisma is your spell casting modifier.
⁃ Past Life: All vampires used to be someone before death so they retain one racial trait from their past life.
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