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Published by ticcitoby600, 2023-09-29 18:59:03

MC III

Play as a monster from 1st to 20th level, with thematic class features, rollable tables, and immersive lore. Featuring the familiar, treant, and vampire.


Credits Lead Designer & Writer Fermin Caballero https://www.youtube.com/mrrhexx Editor Gavin Wadsworth Additional Design & Writing Gavin Wadsworth Art Director & Graphic Design Dave H. Newkirk II https://www.instagram.com/dnew2photo Cover Art Elena Nozdrina https://twitter.com/cynical_bounce Interior Art Dominika Denes https://www.instagram.com/fankiiiart Elena Nozdrina https://twitter.com/cynical_bounce Dave H. Newkirk II https://www.instagram.com/dnew2photo Additional Art https://www.shutterstock.com AI art First Printing: November 2022 ©2022 MrRhexx Gaming. All Rights Reserved. MrRhexx Gaming and “What They Don’t Tell You About” are trademarks of Fermin Caballero. Table of Contents Familiar...............................................5 Class Features............................................................8 Pseudodragon ............................................................11 Pixie ..........................................................................13 Animal Familiar .........................................................15 Treant................................................19 Class Features..........................................................23 Treant Spells............................................................26 Vampire...............................................31 Class Features..........................................................36 Dark Knight..............................................................39 Shadowfang ..............................................................40 Blood Mage................................................................41 Vampire Nocturnes....................................................43 Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License Version 1.0a, end of document. Open Game Content may only be Used under and in terms of the Open Game License version 1.0a. No portion of this work other than previously designated Open Game Content may be reproduced in any form without written permission. Designation of Open Game Content: Subject to the Product Identity Designation in this document, the following material is designated as Open Game Content. (1) All material and writing previously released as Open Game Content, (2) all descriptions of game-rule effects specifying mechanical features of the game, (3) all previously released Open Game Content, material required to be Open Game Content under the terms of the Open Game License, and public domain material anywhere in the text. Product Identity Designation: This Product Identity Designation includes, but is not limited to, the following items that are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e): All trademarks, registered trademarks, proper names (characters, artifacts, place names, new deities, new monsters, organizations, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, logos, and trade dress. These items are not Open Game Content. Elements that have previously been designated as Open Game Content are not included in this declaration.


Introduction No fantasy story is ever complete until the hero slays the beast. From the dragon that lairs far above the mountain, to the fiery demon that slumbers deep below the earth. Monsters allow us, the players, to have a villain to vanquish. An obstacle to overcome. A thing to fear. But not all monsters need to be the enemy. From treants rising in the forest to fight the orcs to the vampire that hunts those of its own kind, any creature has the potential to become the main character of a story. Monster Classes offer you the ability to play as monsters. Some, like the treant and the familiar function as both your race and your class, while others like the vampire function primarily as a class but influence some of your racial features. Included here is lore, character creation assistance, and all the necessary features for you to level up your monster all the way to 20th level. Do not ever feel chained to the alignment or the lore that these monsters possess. They are merely there as guidance for you to understand where the monster comes from, or how others may perceive it; but you are the ultimate arbiter of how your character will behave. You are free to use or discard any of it as you see fit. Be mindful that none of these monster classes are balanced for multiclassing. Classes like the familiar, for example, break apart all 5e conventions to the point where attempting to balance such a thing with multiclassing would be a mind-tearing endeavor. Multiclass at your own peril.


CHAPTER 1 | Familiars 4 FaMiliaRS


kind of bond that would grant the caster abilities similar to those such as the rare pseudodragon. Nowadays, you can find fey creatures such as sprites or pixies willing to trade their magics for favors, devils who may grant imp minions through powerful contracts, and animal spirits summoned through the find familiar spell which can all become familiars in order to empower a spellcaster. Special Bond The bond created between a creature and a familiar is special. More than just a friendship or a contract, it is something more akin to a merging of souls which allows both creatures to “feel” each other even across large distances. The merge can be so powerful in many occasions that the death of one can permanently harm the other. Many familiars consider these bonds to be intimate enough that they will only tolerate one creature throughout their lives to be worthy of bonding with. These familiars spent their entire lives searching for this life partner, judging potential creatures on their merits until they find the right one. Familiar A familiar is an animal or similar creature which has magically bonded itself to another in order to grant it support. This support comes in the way of a magical link that is shared between the two, which often comes with benefits for the two creatures. Varied Kinds Familiars come in many shapes and sizes, though usually they are much smaller (and weaker) than the creature which they are bonded to. Much like how a tiny spirit can bond to a human, so can a full-sized orc bond with an adult dragon. Originally, the term “familiar” came to be thanks to the ability of certain creatures to grant abilities to others by simply being in close proximity. Pseudodragons, for example, could grant their fabled magic resistance onto another creature by simply resting on their shoulders. Because the magics required one to be in close proximity with the creature, the term “familiar” was coined for them. Find Familiar Wizards started developing magical alternatives that could replicate these abilities, since the creatures that would naturally grant these powers were very rare. The spell find familiar came to be from such studies, allowing a practitioner to not only summon a spirit, but also force a similar 5 CHAPTER 1 | Familiars


Creating a Familiar More so than with any other character, a familiar must work carefully with one or more players at the table to come up with a shared backstory. Familiars are not creatures that typically adventure on their own, but instead rely on others to function. Feel free to use any of the tables below to help build this shared backstory with another character. Chosen Creature Familiars tend to be picky about who they bond with, choosing their partners carefully. Who has your familiar bonded with? Is there a reason why they chose that one creature in particular? Remember that this creature will most likely have to be another player’s character, so make sure to keep them in the loop for your plans! d12 Chosen Creature 1 In your time of need, your life was saved by a powerful adventurer. You have now chosen to repay this hero with your life if you must. 2 Your helpful nature is merely a cover for your greedy personality. You have found incredible power and wealth by bonding to a specific adventurer, and you are not about to change your luck now. 3 A mysterious power has forcefully bonded you with a creature and now you can’t become separated from them by more than 1 mile. Only excruciating pain awaits you whenever you attempt to run away. 4 A spellcaster has summoned you from beyond the veil. You heard its call for aid and answered. The truth is that you do not want to go back from whence you came, and will do whatever it takes to convince your summoner to let you stay. 5 Bonding was never your choice. Your home was destroyed and you needed to survive. You hope you made the right choice. 6 You once used to serve a powerful spellcaster, until the unfortunate day they died. In their dying breath they made you promise to protect their child. You successfully raised them and have been protecting them ever since. 7 Through a comedic turn of events, you ended up magically bonded with a hated creature. Ironically, only by becoming friends can you finally break the link. 8 You were murdered and have been reincarnated as a familiar. You have secretly bonded with a relative of your killer, hoping they will lead you to them. 9 You had it perfect. You bonded with your best friend, you treat each other nicely, you are virtually made for one another. The problem? Your partner likes adventuring and getting into danger and you can’t seem to dissuade them from doing so. 10 You have been given a terrible omen. A dark and terrifying destiny awaits a creature you hold dear, and now you have bonded to them in an attempt to save their soul. 11 You do not see yourself as a familiar. In fact, you see yourself as the master of your bonded creature. This minion shall do whatever you say. 12 You fell madly in love with a person, now in your infatuation you follow them everywhere they go. CHAPTER 1 | Familiars 6


Personality Familiar characters excel in roleplay and social situations, so it is important to nail down what kind of personality trait defines you. Are you a peppy and upbeat pixie? Or perhaps a grouchy and dour pseudodragon? d10 Chosen Creature 1 Kind. Only through tender words can you bring about your ideals. You are a positive beacon to those you inspire. 2 Forceful. You are the master, and those you bond with are your minions. They will listen to your commands or perish without you. 3 Greedy. Your help comes at a price. Pay it or find someone else. 4 Donator. You require no reward for your efforts, and any attempt to compensate you is refuted harshly. 5 Faithful. Divine command leads your cause. You see the path you follow as ordained, you will not be dissuaded from it. 6 Compassionate. You wish to eliminate as much pain as possible. You cannot help but bond to those who suffer. 7 Fearful. You must be protected from the dangerous world. A frail and weak creature such as yourself has no chance on their own. 8 Responsible. You hold within you great power which must be utilized to the best of your abilities. You get irritated when others abuse or misuse their abilities. 9 Chaotic. Your whimsical nature is hard to grasp by others, and you seem to bond with whoever fits your fancy. 10 Fair-minded. You are an equal member of your party, and you contribute as much as they do. You deserve to be treated as such. You strive to be taken seriously on all accounts. Quick Build You can make a familiar quickly by following these suggestions. Your choice of familiar form may influence these decisions. Pseudodragons and pixies rely on Charisma for their magical and supernatural abilities, while the animal familiar relies on Intelligence for its spellcasting. Find Familiar Spell A player that casts the spell find familiar can choose to target you instead of summoning a new familiar. If they do so, you take on the role of the familiar and gain the following abilities: 1. While the caster is within 100 feet of you, you can communicate telepathically with one another. Additionally, as an action, they can see through your eyes and hear what you hear until the start of their next turn, gaining the benefits of any special senses you might have. During this time, they are deaf and blind with regard to their own senses. 2. When the caster casts a spell with a range of touch, you can deliver the spell as if you had cast the spell. The caster must be within 100 feet of you, and you must use your reaction to deliver the spell when they cast it. If the spell requires an attack roll or save DC, you use their spell attack bonus and spell save DC. While you are acting as a character’s familiar, they cannot summon any other familiar through the find familiar spell, and you may not act as familiar for any other character who casts the spell. Either you or the caster may end the spell at any time. 7 CHAPTER 1 | Familiars


Racial Features The familiar is both a player race and a class, so you don’t choose a separate race when you choose this class for your character. As a familiar, you have the following racial traits: Ability Score Increase. Choose two different ability scores of your choice. Those ability scores increase by 2. Your Strength score is then reduced by 6 and your Constitution score is reduced by 2. Shared Sanctuary. When an attack, spell, or other effect would target you, you can cause it to target your bonded creature instead (see the Bonding Magic class feature). You can use this feature only if you are touching your bonded creature or within its space. Spells or abilities that affect several (or all) creatures in an area of effect cannot be diverted with this feature. Shared Fate. If your bonded creature is forced to make a Wisdom, Intelligence, or Charisma saving throw, you must also roll the saving throw. If either you or your bonded creature succeed on the saving throw, then both of you succeed. If both you and your bonded creature fail, then both characters are affected (if possible) by the effect. Shared Awareness. Whenever you would make an initiative roll, you can instead choose to act on the same initiative as your bonded creature. If you do, you must choose to take your turns before or after your bonded creature for the remainder of the encounter. Whether or not you decide to use this feature, the decision has to be made before any player rolls for initiative. Shared Tempo. Whenever your bonded target moves outside of your turn, you may move with them to a maximum of twice your current movement speed. You can only use this feature if you did not spend more than 5 feet of movement on your last turn. Weak Attacks. While in your natural form, you do not roll damage dice for weapon or unarmed attacks; instead the damage dice for those attacks is 1. Class Features As a familiar, you gain the following class features. Hit Points Hit Dice: 1d4 per familiar level Hit Points At First Level: 4 + your Constitution modifier Hit Points At Higher Levels: 1d4 (or 3) + your Constitution modifier per familiar level after the 1st. Proficiencies Armor: None Weapons: None Tools: None Saving Throws: Choose any two. Skills: Choose any three Equipment You do not start with any predetermined equipment. Instead you have a starting wealth equal to 2d4x10 in gold pieces, which you can spend on items from the Adventuring Gear table on page 150 of the PHB. The Familiar Level Proficiency Bonus Bonding Damage Features 1st +2 1d8 Bonding Magic, Transfer Vitality 2nd +2 1d8 Soothing Presence, Familiar Form 3rd +2 2d8 Support Paragon, Expertise 4th +2 2d8 Ability Score Improvement 5th +3 3d8 Blink Shield 6th +3 3d8 Familiar Form feature 7th +3 4d8 Power Surge 8th +3 4d8 Ability Score Improvement 9th +4 5d8 Life Ward, Blink Shield improvement 10th +4 5d8 Familiar Form feature 11th +4 6d8 Bonded Cover, Transfer Vitality improvement 12th +4 6d8 Ability Score Improvement 13th +5 7d8 Dispelling Touch 14th +5 7d8 Familiar Form feature 15th +5 8d8 Ultimate Sacrifice 16th +5 8d8 Ability Score Improvement 17th +6 9d8 Coordinated Combat 18th +6 9d8 Power Surge improvement 19th +6 10d8 Ability Score Improvement 20th +6 10d8 Restore Energy CHAPTER 1 | Familiars 8


Familiar Form 2nd-level Familiar feature The type of familiar you are dictates what kind of wondrous abilities you possess. Choose from Pseudodragon, Pixie, and Animal Familiar, all detailed at the end of the class description. Your familiar form grants you additional racial features, as well as class features at 2nd level and then again at 6th, 10th, and 14th levels. Support Paragon 3rd-level Familiar feature You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if that target can see or hear you. Expertise 3rd-level Familiar feature Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Ability Score Improvement 4th-level Familiar feature When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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. Blink Shield 5th-level Familiar feature You can focus your energies when the need is great in order to quickly shield your allies from harm. Whenever a willing creature within 30 feet of you that you can see takes damage from a source that you can also see, you may use your reaction in order to magically teleport to the creature if you are not already touching it, form a bond with that creature if you weren’t already bonded with it, and halve the damage it would have otherwise taken. You can only use your reaction this way while already bonded with a creature, and you can only do so a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short rest. At 9th level, the target creature also gains an amount of temporary hit points equal to your Familiar level when you use this reaction. The temporary hit points are applied before the damage is dealt. Bonding Magic 1st-level Familiar feature Your familiar magic allows you to form mystical connections with other creatures. It is through these attachments that your magic flows to your allies. As an action, you may touch a willing creature within 5 feet of you. This creature is considered bonded to you until you become separated from it by more than 5 feet, you become incapacitated, or until the beginning of your next turn; whichever happens first. You may only be bonded to one creature at a time and you cannot bond to another familiar. You may choose to continue the bond, without the need to touch the target, as an action at the beginning of each of your subsequent turns. Once per round, whenever your bonded creature takes an action that deals damage to another creature, you may choose to empower your ally in order to increase the damage. Choose a creature damaged by your bonded target. That creature takes an extra 1d8 damage. This damage is increased by an additional 1d8 for every other level in this class as shown on the Bonding Damage column on the Familiar Class Table. Transfer Vitality 1st-level Familiar feature As a bonus action, you can expend one of your hit dice in order to roll 1d4. Your bonded creature regains hit points equal to four times the number rolled. You may expend as many hit dice as you wish this way using a single bonus action. At 11th level, the hit points regained instead becomes five times the number rolled. In addition, when you apply this healing you can also choose to remove one disease or one condition afflicting the bonded creature. The condition can be blinded, deafened, paralyzed, or poisoned. Soothing Presence 2nd-level Familiar feature When you take a short rest, you can choose up to 5 other creatures who are also taking a short rest. Each of these creatures that spends one or more hit dice as part of the short rest regains additional hit points equal to your level in this class. You regain hit points equal to twice your level in this class whenever you finish a short rest. 9 CHAPTER 1 | Familiars


Power Surge 7th-level Familiar feature As a bonus action, you can blast your bonded creature with energy in order to push them beyond their limits. Your bonded creature gains an extra action on its next turn. This extra action may not be used to cast a spell of 3rd level or higher. Once you use this feature, you must finish a short rest before you can use it again. Starting at 18th level, you can use it twice per short rest. Life Ward 9th-level Familiar feature If your bonded creature falls to 0 hit points, you can make a DC 10 (Charisma if Pseudodragon or Pixie, and Intelligence if Animal Familiar) saving throw. If you succeed, your bonded target instead drops to 1 hit point. Each time you use this feature, the DC increases by 5. When you finish a short rest, the DC resets to 10. Bonded Cover 11th-level Familiar feature While bonded to a creature, whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Dispelling Touch 13th-level Familiar feature You can use a bonus action to end one spell currently active on your bonded creature. You can activate this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Ultimate Sacrifice 15th-level Familiar feature If your bonded creature dies, you may choose to instead sacrifice your life as a reaction to save theirs. You die, but in exchange your bonded creature is returned to life with half their hit points and gains resistance to all damage for 1 minute. This feature restores the creature’s body back to how it was at the beginning of the current turn. However, it can’t return to life a creature that has died of old age. Coordinated Combat 17th-level Familiar feature Attack rolls made against your bonded creature cannot be made with advantage. Whenever your bonded creature makes a Dexterity saving throw, they do so with advantage. Restore Energy 20th-level Familiar feature Once per day, you can spend a use of your Power Surge feature in order to immediately grant your bonded creature the benefits of a short rest. Bonding to the Party Traditionally, a familiar chooses to only bond with a single creature, and will not bond with another unless the creature dies or the friendship is permanently ruined. This is because, to a familiar, bonding feels intimate and special. Mechanically however, you are allowed to bond with as many creatures as you like as the situation arises. It is up to you to figure out how impactful or important the act of bonding is to your character, and to whom you extend this power. CHAPTER 1 | Familiars 10


Familiar Forms Familiars come in all shapes and sizes. Your options are pseudodragon, pixie, and animal familiar as presented below. Pseudodragon Pseudodragons are intelligent, tiny-sized dragons that spend their days entertaining themselves through games and tricks, sometimes at the expense of others. They are natural tricksters who use their powerful venom to incapacitate creatures, before leaving them paralyzed in funny or embarrassing poses. A pseudodragon spends much of its life attempting to find a creature to bond with, but is fairly picky with who they choose. A pseudodragon typically wishes to only bond with one creature at a time, and will not bond with another until the creature dies. This is not a magical contract, neither a service nor a tutelage; this is a bond of friendship made by equals. A pseudodragon is never a pet. A pseudodragon does not see itself as a pet and hates to be called one, but loves to be treated like one. They love to be pampered, to be called cute names, to be scratched and attended. Most pseudodragons are mushy and emotional, using animal sounds to show their mood, such as a purr when content, or a hiss when upset. As a pseudodragon, you have the following additional racial traits: Form. Your lizard-like body possesses dragonlike wings, a long tail that ends in a stinger, and scales that camouflage with the environment. Creature Type. You are a Dragon. Age. Pseudodragons mature quickly but don’t live long. They can live from 10 to 15 years. Alignment. Pseudodragons are naturally playful and sweet, and seek to bond with partners that share this mindset with them. They love to pamper and be pampered, and positive words of affirmation are the greatest gift they can receive. As such, they are typically neutral good. Size. With a 1-foot long body and a 2-foot long tail, pseudodragons weigh approximately 7 pounds. Your size is Tiny. Darkvision. Your draconic body grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. See Invisibility. You can cast the spell see invisibility a number of times per day equal to your proficiency bonus. Limited Telepathy. You can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of you that can understand a language. Speed. You have a walking speed of 15 feet and a flying speed of 30 feet. Languages. You do not know how to read or write, and you cannot speak. However, you can understand Common and Draconic. Pseudodragon Languages Natural pseudodragons cannot speak, instead they communicate by sending telepathic ideas and images. If you wish to play a pseudodragon with the ability to speak, then you can play as a spirit that took on the form of a pseudodragon, such as those summoned through spells like find familiar as a warlock’s pact of the chain. Such a spirit may have the ability to speak. 11 CHAPTER 1 | Familiars


Pseudodragon Class Features As a pseudodragon, you have the following class features: Poison Sting 2nd-level Pseudodragon feature You gain a natural weapon attack in the form of a sting which delivers a powerful poison. The sting attack can use your Strength or Dexterity for the attack roll (your choice). An enemy struck by the sting takes 1 piercing damage and must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become poisoned for 1 hour. If the creature has a challenge rating or character level equal to or less than half your Familiar level (rounded down), then the creature instead becomes poisoned for 24 hours and falls unconscious while poisoned. If the creature would be surprised by the attack, you may roll a Dexterity (Stealth) check instead of an attack roll; contested against the target’s passive Wisdom (Perception). If you succeed, the sting attack automatically hits and the target is not made aware of your presence in spite of the action. A creature that passes its saving throw against your poison becomes immune to its effects for 24 hours. You may only produce this poison a number of times equal to your proficiency bonus, regaining all expended uses of it when you finish a short rest. Shared Health 6th-level Pseudodragon feature Whenever your bonded creature takes damage, you may choose to take that damage instead, so long as the damage wouldn’t drop your hit points down to 0. The damage that you take through this feature cannot be reduced in any way, unless it is through the Spell Resistance Pseudodragon feature. You cannot activate this feature on the same turn you use your Blink Shield feature. Spell Resistance 10th-level Pseudodragon feature You have resistance against all damage dealt from spells. Draconic Vitality 14th-level Pseudodragon feature At the beginning of each of your turns, you regenerate a number of hit points equal to 1d8 + your Charisma modifier as long as you don’t have more than half your hit points remaining and you are not at 0 hit points. CHAPTER 1 | Familiars 12


Pixie Pixies are tiny fey creatures that live hidden in their forests from the rest of the world. Their society resembles that of humans and elves, with houses, farms, entertainment, and even similar clothing; but as if everything had been shrunk to a fifth of its size. They are extremely curious about other creatures and feel an overwhelming desire to explore and learn, however most of them don’t for fear of being attacked thanks to their small size. Thankfully, many pixies have the magical ability to become invisible at will which allows them to satiate their curiosity without being in danger. Pixies produce their magic thanks to the naturally occurring pixie dust that their bodies (mostly their wings) produce, which looks like a shower of glitter and sparkles. This dust can produce all manner of wonders, from turning creatures invisible, to granting them the power of flight, to even confusing enemies or creating realistic illusions. Only pixies know how to properly utilize pixie dust however, and attempts by other creatures to tap into its magic often results in mayhem. As a pixie, you have the following additional racial traits: Form. A pixie looks like a diminutive elf, but with proportionally longer ears and gossamer wings. Creature Type. You are a Fey. Age. Many rules are broken in the realms of the fey, but on the material plane a pixie can live for up to 300 years. Alignment. Pixies are good-natured beings, and thoroughly enjoy judging others according to their own standards. An evil creature might be pranked relentlessly by a pixie out of all its belongings, while a good creature might be rewarded with treasure or magic. Pixies are typically neutral good. Size. Pixies range between 1 to 2 feet in height, and can weigh from 5 to 15 pounds. Your size is Tiny. Gift of the forest. You know the druidcraft and dancing lights cantrips. Fey Race. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Speed. You have a walking speed of 10 feet and a flying speed of 30 feet. Languages. You know how to read, write, and speak Common and Sylvan. 13 CHAPTER 1 | Familiars


Pixie Class Features As a pixie, you have the following class features: Fey Magic 2nd-level Pixie feature The wondrous—and often chaotic—magic of the fey courses through your veins, allowing you to innately produce spells to confound those who hurt your friends. Starting at this level and again at 4th, 6th, 8th, 10th, and 14th levels you gain access to certain spells as shown in the Fey Magic table below. You can cast each of these spells once per long rest without the need for spell slots. FEY magic Table Pixie Level Spells 2nd fairy fire, sleep 4th phantasmal force, invisibility 6th dispel magic, catnap 8th confusion, polymorph 10th charm monster, commune with nature 14th mirage arcane, irresistible dance You can recast a spent spell by instead spending the usage of another spell of its same spell level or higher. Charisma is your spellcasting ability for these spells. You carry a small bag which holds carefully prepared faerie dust mixed with magic, which you use instead of material components for these spells. If the bag is lost or otherwise destroyed, you cannot cast any spell that requires material components until you recreate your bag, which takes 8 hours of work. Superior Invisibility 2nd-level Pixie feature As an action, you can magically turn invisible until your concentration ends (as if concentrating on a spell). Anything you are wearing or carrying is invisible as long as it is on your person. Pixie Dust 6th-level Pixie feature You can choose to expend a usage of one of your Fey Magic spells in order to create one dose of pixie dust. The dose of pixie dust lasts for 24 hours or until used on a creature. The pixie dust has two uses: As an action, you can sprinkle this dust on yourself or another creature within 5 feet of you. The creature gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. As an action, you can blow this dust onto another creature within 5 feet of you. If blown by a pixie, then roll twice on the Wild Magic Surge table (pg.104 PHB) and then pick one of the two effects; otherwise you roll once on the table. The effect takes place centered on the target creature as if they were the source of the wild magic surge. On a roll of 99- 00, instead of what it says on the table, the pixie immediately regains the usage of one spent Fey Magic spell of their choice. Then roll again on the table. Hidden Paths 10th-level Pixie feature You can spend a bonus action to teleport both you and your bonded creature to an unoccupied space up to 30 feet in any direction. You can use this feature a number of times up to your proficiency bonus, regaining all expended uses of it when you finish a long rest. Faerie’s Perception 14th-level Pixie feature Your bonded creature becomes immune to charm and fear effects. In addition, while bonded with a creature, both you and the bonded creature have advantage on ability checks and saving throws made to see through illusions, and become immune against effects that would magically confuse you (such as the confusion spell or the confusing gaze of umber hulks). CHAPTER 1 | Familiars 14


Animal Familiar The universe is filled with spirits which yearn for life and purpose. Some are sent to the mortal world from the heavens as emissaries from gods while others are granted physical shape through magic and spells. Animal familiars are such spirits, summoned into existence for a purpose which they must fulfill to the best of their abilities; taking on the animal shape which best conforms to the personality of the spirit. An animal familiar strives to complete its goals and find meaning in existence by achieving those goals. An animal familiar is not a slave, however, and will not suffer abuse, nor will it work to fulfill an aim it itself does not agree with. When a spellcaster uses magic to call for a spirit, such as with the find familiar spell, the magic uses the personality of the caster to search for a like-minded spirit to summon, which helps prevent dissimilar personalities between the two. Without adventures, quests, or tasks to complete, an animal familiar grows depressed and irritable. If left without purpose for too long, many animal familiars seek to recontextualize old tasks in order to give themselves more to work on, building upon an already completed project out of desperation. If left unfulfilled by such endeavors, it will attempt to sever the magic that binds it so that it may seek another master in some other world. As an animal familiar, you have the following additional racial traits: Form. You are a spirit that has taken a physical form which resembles an animal. Your form can be that of any animal provided you follow the size restrictions as described below. For all intents and purposes, other than what is explained below, your biology conforms exactly to that of the animal you have chosen as your vessel. Creature Type. You are a Beast. Age. Your spiritual essence is immortal, however your physical vessel is not. You take on the life expectancy of whichever animal you assimilate, multiplied by three. Alignment. Your personality and ethics are shaped by the nature of the animal which your form takes. For example a cat might be prideful, a snake deceitful, an owl logical, etc. Size. Your creature size must be Tiny, which means you may not be larger than two and a half feet tall or smaller than half a foot. False Appearance. You are visually indistinguishable from a normal animal. If your spirit vessel showcases magical traits (such as glowing eyes), you are able to dismiss them momentarily in order to look like a mundane version of your animal shape. Speed. You have a walking speed of 30 feet so long as your animal vessel has legs. Languages. You speak Common and a language of your choice from those your summoner speaks. Variable Features. You have been granted a corporeal form in the shape of a beast. Depending on the nature of your vessel, choose the trait that best represents your shape and abilities. Variable feature table Feature Name Feature Effect Blindsight You gain blindsight out to a range of 10 feet. Darkvision You gain darkvision out to a range of 120 feet. Wisdom (Perception) and Dexterity (Stealth) checks you make at night are made with advantage. Fly Speed You gain a flying speed of 30 feet. Mimicry You can mimic voices with eerie accuracy. A creature can tell they are imitations with a successful Wisdom (Insight) check contested against your Charisma (Deception) roll. Natural Armor Your AC increases by 2. Keen Hearing & Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Wisdom (Survival) checks you make to track creatures are made with Advantage. Wall Climber You can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check. You have advantage on saving throws against effects that would forcibly move you. Tunneler You gain a burrow speed of 30 feet. You can move through sand, earth, mud, or ice using this speed. You cannot move through solid rock. Waterbreather You can breathe both air and water. You gain a swimming speed of 30 feet. You have advantage on Wisdom (Perception) and Dexterity (Stealth) checks made while underwater. 15 CHAPTER 1 | Familiars


ANimal Familiar Class Features As an animal familiar, you have the following class features: Spellcasting 2nd-level Animal Familiar feature Your spirit vessel is augmented with the ability to cast spells. Cantrips. You learn two cantrips of your choice from the Wizard spell list. You gain an additional cantrip at 10th level. Spell Slots. The Animal Familiar spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st-Level and Higher. You know two 1st-level wizard spells of your choice. The spells known column of the Animal Familiar spellcasting table shows when you learn more wizard spells of 1st level or higher. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you know the spell. Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells. Bound Grimoire. Your known spells are stored within a magical book called a grimoire, that is bound to your spirit. The book normally resides in an extra dimensional plane, which you can summon and unsummon at will as an action. When summoned, it levitates and follows you around at a range of 5 feet. The book reconstitutes over the course of 24 hours in its extra dimensional plane if it is ever destroyed. You can copy a spell of 1st level or higher from a spellbook or a spell scroll into your grimoire. For each level of the spell, the process takes 2 hours and costs 50 gp. Whenever you copy a spell into your grimoire this way, you must erase a different spell from it. You can’t ever have more spells in your grimoire than your spells known as shown on the Animal Familiar class table. Animal Familiar Spellcasting table — Spell Slots — per Spell Level Familiar Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 2nd 2 2 2 — — — — 3rd 2 3 3 — — — — 4th 2 4 3 — — — — 5th 2 5 4 2 — — — 6th 2 6 4 2 — — — 7th 2 7 4 3 — — — 8th 2 8 4 3 — — — 9th 2 9 4 3 2 — — 10th 3 10 4 3 2 — — 11th 3 11 4 3 3 — — 12th 3 12 4 3 3 — — 13th 3 13 4 3 3 1 — 14th 3 14 4 3 3 1 — 15th 3 15 4 3 3 2 — 16th 3 16 4 3 3 2 — 17th 3 17 4 3 3 3 1 18th 3 18 4 3 3 3 1 19th 3 19 4 3 3 3 2 20th 3 20 4 3 3 3 2 CHAPTER 1 | Familiars 16


Fast Cast 2nd-level Animal Familiar feature As part of the action you take to either bond to a creature or maintain a current bond, you may also cast a spell of 1st level or higher. Soul-Linked 6th-level Animal Familiar feature Wizard spells you cast that target you also target your bonded creature. These spells must be of 1st level or higher, must be from the Abjuration, Illusion, or Transmutation school of magic, and must have a range of self without having an area of effect. If the spell requires concentration, you can hold concentration for both targets as a single effect. Transfer Energy 6th-level Animal Familiar feature When you finish a short rest, you may target another creature within 30 feet of you. You infuse the creature with a portion of your innate spiritual energy, granting them the ability to restore spent spell slots. The restored spell slots can have a combined level that is equal to or less than half your Familiar level (rounded up), and none of the slots can be of 6th level or higher. Once you use this feature, you cannot do so again until you finish a long rest. Calming Presence 10th-level Animal Familiar feature Your concentration cannot be broken as a result of taking damage. If bonded to a creature, their concentration cannot be broken as a result of taking damage. Absorb Magic 14th-level Animal Familiar feature In times of great need, you have learned how to siphon magical power to enhance your own spellcasting ability. Whenever you cast a spell of 1st level or higher during your turn, you may choose to use one of your bonded creature’s unspent spell slots rather than your own, so long as they are willing. If you cast a spell of 4th level or higher this way, you may not deal damage through your Bonding Magic feature until the beginning of your next turn. You may also attempt to absorb magic from spells directed at you. Whenever you or your bonded creature are targeted by a spell, you can attempt to negate it as a reaction by succeeding on an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell is negated and you regain a number of spell slots with combined levels up to the level of the spell negated. Once you succeed in negating a spell using this feature, you may not do so again until you finish a long rest. 17 CHAPTER 1 | Familiars


CHAPTER 1 | Familiars 18 TREAntS


Treant Treants are trees that have gained sentience through a mysterious process of awakening that not even the most erudite of elves can seem to understand. They prefer to stay in the forests they protect, spending their long lives in states of meditation and contemplation. Sudden Awakening The creation of treants is a mystery to even treants themselves. It starts with a tree gaining a spark of potentiality within it, but no one can predict which tree will obtain this or how to replicate it. A tree with this spark of potential will meditate, sometimes for centuries, while slowly obtaining humanoid features (such as a face, or arm-like limbs). Eventually it will gain the ability to speak, uproot itself from the ground, and walk around as a fully fledged treant. The seeds that grow from a treant’s body sprout into normal trees when planted. Many treants spread these seeds around with the hope that one of them will grow into another treant, with unfortunately disappointing results. Many believe the involvement of the mythical female treant is necessary for the creation of treants, but not even treants themselves seem to know whether this is true or not. Guardians of the Wilds Peaceful by nature but deadly when angered, treants defend their homes with power that rivals the giants. They hate evil creatures and those that seek to harm the innocent, but they especially hate those that abuse the all-consuming power of fire. They are careful in battle, often preferring to study their opponents as much as possible. They meditate on all the possible avenues in which a foe could be defeated, often choosing peaceful solutions over combat. When all else fails, they enlist the help of animals and other plants to defend their lands. 19 CHAPTER 2 | Treants


Nature’s Magic Treants are blessed with potent natural magic, which they can use to communicate (and sometimes control) all manner of natural creatures. They call on wild beasts to aid them in combat or carry their messages across long distances, while plants can sprout from the ground to ensnare a treant’s enemies or feed their allies. The most powerful magic in a treant’s arsenal is the ability to animate trees to fight at their side. From the smallest shrub to the largest tree; a treant can grant plants the ability to uproot themselves, grant them a semblance of sentience, and command them to do its bidding. Creating a Treant A treant is as unique as the over 70,000 species of trees that exist in the world. Do not feel constrained by traditional standards; your treant could come from a tundra, a desert, perhaps even from a swamp. Feel free to use the tables below to better help you come up with interesting twists for your character in order to make you stand out from the rest. Memory of Home A treant’s thoughts are always of home, even if their quest is righteous. You know the names of every tree in your grove, of every squirrel who nests in your forest. Your family are the birds that drink from the spring your roots drink from. When working on a backstory for your treant, think about developing the place they come from; think of interesting twists to make it memorable and exciting for a potential return. d12 Memory of Home 1 You grew up close to a druid’s grove. They trained you in the druidic arts and taught you their language. You would protect them with your life. 2 A group of smuggling pirates made their den around your deep jungle home. They would bring you stories of their voyages and would help you befriend exotic animals from lands far away. 3 Unfortunately, you awakened from a small patch of trees in a remote tundra. Your adolescence was seeing tree after tree around you die a horrifyingly cold death. It was decades before you saw your first friendly animal, and it died in your hands. Your memories are not pleasant. 4 You come from a small, reclusive community of treants. They were very supportive of you leaving, but made you promise to never lead anyone back to them. 5 You happen to have awakened as the only tree on a small, abandoned island in the middle of the ocean, where you lived for a few centuries without humanoid contact. There was a small colony of crabs that lived on the island that became your family. You never talk about how you left the island. 6 You grew up around a fungus colony, whose mushrooms were as tall as buildings. You were used to feeling small and insignificant. 7 Many would call the swamp where you awakened to be gloomy and creepy. If only they knew the sort of things those trees would whisper to you at night. It developed a hint of madness within you that you keep hidden from everybody. 8 You vaguely remember an ancient treant helping you through your awakening. You have looked for them for centuries but have never found them. Every treant you have talked to has mentioned having the same memory. 9 Home to you was a vibrant oasis in the middle of a large desert. You were a popular attraction for the beleaguered merchants that passed by. The spring eventually dried out and you were forced to leave. 10 Your forest was taken by an evil hag, who experimented on you in a failed attempt to create a gulthias tree. You still bear the rotten scar of the stake she pieced you with. 11 You awakened in the backyard of a rich and pompous noble’s villa in a big city. You learned the ways of city folk from talking with the handmaidens that would water you. 12 A great fire destroyed your home. You have nothing to go back to. CHAPTER 2 | Treants 20


Treant’s Quirk Treants are so far detached from civilization that they often develop unique and interesting quirks that sets them apart from the rest. Did your treant spend over 500 years alone in a forest with no one to talk to? How would that change them? Perhaps your treant is used to interacting with fey creatures, which has caused them to develop a most bizarre sense of humor. d12 Treant’s Quirk 1 You once found an abandoned nest on one of your branches. You decided to take care of the chicks and now find yourself inseparable from them. 2 You have a perfect memory, but seemingly only for the most irrelevant of topics and for the most obscure facts. You seem to easily forget everything else. 3 You have a symbiotic relationship with a group of bats who live in the crown of your head. You grant them a house and they eat any leaf-eating ants they find. 4 Gossiping with other trees about plant drama is by far your favorite pastime. 5 You seem to fall asleep at the most inopportune of times, often with your eyes wide open. 6 Your sap happens to be unbelievably delicious to halflings, for some reason. 7 You in fact really do love fire. Just not on you. 8 You love planting shrieker mushrooms onto your back in order to ward off woodpeckers or squirrels who try and steal your branches. The mushrooms appear to scream at random sometimes. 9 You love decorating people with flowers and wreaths whenever you can. 10 Sometimes you plant your seeds in the wrong places, causing untold chaos once those seeds inevitably bloom into massive trees. 11 You carry with you an enormous bag filled with rotworms, much to the dismay of your companions. They are everything you need to keep your inner bark clean and healthy. 12 You find yourself unconsciously imitating humanoids fairly often. You keep forgetting you cannot eat from your mouth. Quick Build You can make a treant quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Constitution (for survivability) or Wisdom (to improve your magic). Second, choose the hermit background. Third, choose the thorn whip and druidcraft cantrips, along with the 1st-level spells absorb elements and goodberry. Great Quest Treants are inherently peaceful and isolationist creatures, who require a great cause for them to leave the tranquility of their forests. Think about what would cause your treant to travel around the world in order to adventure and what motivates them to keep going. d12 Great Quest 1 A perfect grove to settle in is all you can think of. One day you will find the right place to burrow your roots and retire. 2 You explore the world seeking the fabled and mysterious female treant to reproduce. Or was it a male treant you were seeking? To be honest you can’t seem to recall what sex you are. 3 Spreading your seeds all throughout the land has been a dream of yours for as long as you can remember. 4 You are working on the greatest treant’s draught the world has ever seen, in order to cure some back pain you have been having for a few centuries. You have been traveling the land seeking the material components for it. 5 Your roots once found a mysterious relic far beneath the earth, which you uncovered. You have been seeking answers as to who it might have belonged to. 6 A savage tribe of orcs seek to cull your forest in order to create evil war machines. You are seeking help against the destruction of all you hold dear. 7 A dryad has taken refuge inside of your trunk and you cannot seem to be able to get her out. You once told her you would leave the forest and go somewhere dangerous unless she left, but she didn’t. So you doubled down. 8 You carry within your body a town of extremely small fey creatures which live inside of your bark. You have agreed to host them for an important religious rite of pilgrimage in which you must take them across many parts of the land for them to commune with natural spirits. 9 You pledged yourself to a nature god, who has bestowed upon you great power for you to do its bidding. You have traveled far under its guidance, and you feel the time is near to fight in its name. 10 Throughout your centuries of life, you discovered a terrible and dark secret that you now feel the world must know about. 11 A burst dam flooded your forest. You have seen first-hand the destruction to nature wrought by civilization, and you decided to make a pilgrimage in order to bring your plight over to the masses. 12 You are participating in a holy ritual that involves giving an offering of beauty to the nymph spirit who maintains the sanctity of the grove you dwell in. You are out searching for the most beautiful flower you can find, to give as a tribute. 21 CHAPTER 2 | Treants


Racial Features As a treant, you gain the following features: Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1. Your Dexterity score decreases by 2. Creature Type. You are a Plant. Age. Nobody truly knows how many years a treant can live for, since many lay dormant for centuries only to re-awaken as if from a nap. Many surmise a lifespan of about 2,000 years, but the accuracy of this claim remains unproven. Alignment. Treants believe that the natural order is a thing of beauty and has all the answers to life’s problems. There is no need to change the world in order to fit in, all you must do is accept the world for how it is and find your place within it. Treants pity those who seek to change the world in order to fit in. Laws and civilization seek to constrain how the world truly is and should be eschewed. Treants are typically chaotic good. Size. Treants range from around 7 to over 40 feet tall. However, this class represents a treant with a maximum height of 15 feet. You have an irregular build, much like trees, with twigs and branches sprouting out from your body in all directions. You weigh over 1,000 pounds. Your size is Large. Barkskin. Due to the bark and shape of your body, you are ill-suited to wearing armor. Your bark provides ample protection, however. You have a base AC of 16 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor or shields. Voice of the Forest. You have the ability to communicate in a limited manner with beasts and plants. They can both understand the meaning of your words, though you have no special ability to understand beasts in return. You can understand the languages of plants but it takes a plant 1 hour to communicate a single sentence. You have advantage on all Charisma checks you make to influence them both. False Appearance. While you remain motionless, you are indistinguishable from a normal tree. Fear of Flame. You have vulnerability to fire damage. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Lumbering Hulk. Your body is slow and clumsy. You cannot take the dash action and you cannot jump. You have disadvantage on initiative checks. Whenever you take falling damage, you take twice as much damage. Slam. Your grip can crush armor and your kicks can blast open doors. Your powerful extremities are natural weapons for you, which deal 2d6 bludgeoning damage + your Strength modifier on a hit. The Treant — Spell Slots Per Spell Level — Level Proficency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Entangling Roots 2 2 — — — — — — — — 2nd +2 Overgrowth 2 3 — — — — — — — — 3rd +2 Rock Throw Proficiency, Treant Stride 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 5th +3 — 3 4 3 2 — — — — — — 6th +3 Extra Attack, Mighty Shillelagh 3 4 3 3 — — — — — — 7th +3 — 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 4 3 3 2 — — — — — 9th +4 — 3 4 3 3 3 1 — — — — 10th +4 Plant Tactics 4 4 3 3 3 2 — — — — 11th +4 — 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 — 4 4 3 3 3 2 1 1 — — 14th +5 Mana-Infused Bark 4 4 3 3 3 2 1 1 — — 15th +5 — 4 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 — 17th +6 — 4 4 3 3 3 2 1 1 1 1 18th +6 Ingrain 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 20th +6 Heart of the Wild 4 4 3 3 3 3 2 2 1 1 CHAPTER 2 | Treants 22


Speed. You have a walking speed of 30 feet. Languages. You can speak, read, and write Druidic and Sylvan. You can speak Common, but not read or write in this language. Plant Nature. You do not need to eat. Instead, you automatically feed by being in sunlight throughout the day. You can survive even in low-light environments this way. In absolute darkness, such as while underground, you may survive for up to 3 weeks before dying from lack of sunlight. You drink through your roots, which must be burrowed under the earth at least once every three weeks for 8 hours in order to absorb water and nutrients from the ground. Class Features As a treant, you gain the following class features. Hit Points Hit Dice: 1d12 per treant level Hit Points At 1st Level: 12 + your Constitution modifier Hit Points At Higher Levels: 1d12 (or 7) + your Constitution modifier per treant level after 1st Proficiencies Armor: None Weapons: Simple Weapons (treants will not use weapons made of metal) Tools: Alchemist’s supplies or Herbalism Kit Saving Throws: Strength, Constitution Skills: Nature and one from Animal Handling, Insight, Medicine, Religion, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: •  (a) a greatclub or (b) a quarterstaff •  (a) alchemist’s supplies or (b) an herbalism kit •  A druidic focus and a bag filled with berries and nuts Spellcasting 1st-level Treant feature Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips. At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Treant table. Preparing and Casting Spells. The Treant table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Treant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. The treant spells provided at the end of this class description count as spells from the druid’s spell list for you. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid Spells. Tremorsense A creature with tremorsense can detect and pinpoint the origin of vibrations (such as creatures) within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. 23 CHAPTER 2 | Treants


Entangling Roots 1st-level Treant feature Treants possess a mystical connection with the land. This connection is so strong that sometimes the land itself fights on behalf of the treant. While standing on earth, you have the following benefits: •  You have tremorsense out to a radius of 10 feet. •  You have the entangle spell prepared and it doesn’t count against the number of spells you can have prepared. •  You can cast entangle without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you cast the spell entangle this way, you are immune to its restraining effects. Overgrowth 2nd-level Treant feature Nature’s power yearns to be free, bursting out of its cage with unbridled strength. Whenever you cast a spell, you gain overgrowth charges equal to the spell slot expended to cast it. You can hold a maximum amount of charges equal to half your level (rounded up). You can spend these charges on Force, Nourish, or Ward, described below. These charges are lost if 1 minute passes in which you do not cast a spell of 1st level or higher. Force. Whenever you make an unarmed attack, you may spend all of your overgrowth charges in order to make the attack with advantage. If the attack hits, increase the damage of the attack by 1d6 per charge spent, using the same damage type. Nourish. Whenever you cast a spell that restores hit points to a creature, you may spend all of your overgrowth charges to increase the number of restored hit points by 1d8 per charge. Ward. As a bonus action you may spend all of your overgrowth charges to gain a bonus to your AC equal to the number of charges spent, to a maximum of +5. This bonus lasts up to 1 minute. While these bonuses last, every time an attack misses you, the bonus is reduced by 1. Rock Throw Proficiency 3rd-level Treant feature Whenever you make an improvised thrown weapon attack, with a Small boulder, your normal and long ranges are doubled (to 40 and 120 feet respectively) for the attack, and the damage roll is increased to 1d8 + your Strength modifier. You can add your proficiency bonus to the attack roll. Treant Stride 3rd-level Treant feature You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement. Ability Score Improvement 4th-level Treant feature When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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. Extra Attack 6th-level Treant feature You can attack twice, instead of once, whenever you take the Attack action on your turn. One of these attacks may be a rock throw as per your Rock Throw Proficiency feature. Improvised Ranged Weapon “An object that bears no resemblance to a weapon deals 1d4 damage. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.” PHB pg. 148. CHAPTER 2 | Treants 24


and you become immune to the prone condition. While you are rooted in this way, you regain 10 hit points at the end of each of your turns, unless you have more than half your hit points or you are dead. For this feature to function, your roots must be able to dig through earth, sandy soil, or mud. As part of the action to use this feature, your roots are able to tear through simple rocks (like cobblestone roads) or worked stone (of no more than half an inch in thickness). You may uproot yourself from the ground by spending a minute retracting your roots back to your body. Heart of the Wild 20h-level Treant feature As an action, you convoke around you a 10-foot radius whirlwind of magical leaves that is centered on you. The swirling petals makes the area lightly obscured from the outside, grants you half cover from ranged attacks originating from the outside, and halves the movement of every enemy creature that starts its turn within it. The effect lasts for 1 minute. In addition, while the feature is active you gain the following effects: •  At the start of each of your turns, you can heal another creature within 10 feet of you by 10 hit points. •  Whenever you cast a druid spell that has a casting time of 1 action, you can cast it using a bonus action instead. •  Enemy creatures within 10 feet of you have disadvantage on saving throws against your druid spells. Once you use this feature, you can’t use it again until you finish a long rest. Mighty Shillelagh 6th-level Treant feature Attacks you make with your natural weapons and weapons made out of wood count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Plant Tactics 10th-level Treant feature You have advantage on attack rolls against a creature if at least one allied plant creature is within 5 feet of the creature and the ally isn’t incapacitated. Whenever you hit an enemy with an attack roll that had advantage, you gain an amount of temporary hit points equal to your proficiency bonus, and deal extra damage equal to your Wisdom modifier. Mana-Infused Bark 14th-level Treant feature Your powerful form gains even greater toughness, allowing you to shrug off attacks that would have crippled anyone else. Whenever an attack against you results in a critical hit, it is treated as a normal hit instead. If a single attack would deal over 20 damage to you at once, the amount of damage is instead reduced to 20. However, if that source of damage would result in your death due to massive damage from the Instant Death rules, it is not reduced in this way. Ingrain 18th-level Treant feature You can, as an action, spread your roots far beneath the earth in order to absorb nutrients from the soil. When you do so, your speed becomes 0, you become unable to be forcefully moved from your position, 25 CHAPTER 2 | Treants


Treant Spells As a treant, you get additional spells that count as druid spells for you. Animate Trees 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You can grant a semblance of life to plant matter around you. You animate one or two Small plants that you can see. These plants uproot and obtain the statistics of awakened shrubs (MM 317) except they have Intelligence and Charisma scores of 1. The plants are allies to you and your companions. In combat, they share your initiative count, but take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the dodge action and use their movement to avoid danger. At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, you can choose to instead target a Medium tree and grant it the statistics of an awakened tree (MM 317). With a spell slot of 5th level or higher, you can instead target a Large tree and grant it the statistics of a treant (MM 289). This treant loses its resistances and cannot animate trees. Regardless of what you target, these plants have Intelligence and Charisma scores of 1. Lifebloom 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous A creature of your choice within range sprouts magical seeds around their body. The seeds bloom with healing magic at the end of your next turn, causing the creature to regain 10 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points regained increases by 5 for each slot level above 1st. Commune with Birds 1st-level divination (ritual) Casting Time: 1 action Range: 1 mile Components: V, M (a handful of bird food) Duration: 10 minutes You utter a single question in the form of a lowpitched bird call that can be heard up to a mile away. For the duration of the spell, you are able to understand the chirping of any birds in the area and their responses to your question. If there are too many birds in the area, the spell gathers the general consensus of the bird community and delivers it to you in an understandable way. If there are no birds in range, the spell has no effect. Creatures with the ability to speak with animals can understand your question though they get no special ability to communicate back to you. CHAPTER 2 | Treants 26


Climbing Beanstalk 2nd-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M Duration: Instantaneous You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of up to 10 feet. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand and footholds. The beanstalk can support up to 500 pounds or twice that amount if both the upper and the lower end are anchored to stable objects. Breaking or dislodging the anchor points require a DC 20 Strength check, while the beanstalk itself has 40 hit points with vulnerability to fire. If the ground where the beanstalk grew is capable of supporting normal plant life, then the beanstalk will continue to live and grow as normal while providing naturally nutritious beans. Otherwise the plant withers and dies within the span of 8 hours. At Higher Levels. When you cast this spell with a 3rd-level spell slot or higher, the beanstalk’s height increases by an extra 20 feet and the weight it can support increases by 100 pounds, for each spell slot level above 2nd. When you cast this spell with a 7th-level spell slot or higher, the beanstalk’s height is increased by an additional 500 feet for each spell slot above 6th. When you cast this spell with a 9th-level spell slot, the beanstalk’s height is increased by an additional 5,000 feet. Greensight 2nd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (an ointment for the eyes made from treant sap) Duration: 1 hour You touch a willing creature to grant it the ability to see through plant matter for up to 60 feet as if it were transparent. The spell allows vision through leaves, vines, moss, lichen, and all manner of greenery, though it confers no vision through solid wood or wooden structures. At Higher Levels. When you cast this spell with a 3rd level spell slot or higher, this spell grants the creature the ability to see through wood and wooden structures. Riversight 2nd-level divination Casting Time: 1 minute Range: Touch Components: V, S, M Duration: Concentration, up to 10 minutes You can scry events happening along a natural watercourse that you touch. While touching the river, you can spend an action to view a different location, on or within the river, that is within 1 mile of your location. When you view an area, you appear as a reflection on the water which allows you to see out of the water and inside the water to a range of 15 feet. Obstructions on the river halt your access to the watercourse. For example, dams or reservoirs block your ability to perceive what is beyond them. Likewise, salt water prevents your sensor from manifesting. At Higher Levels. When you cast this spell with a 3rd-level spell slot or higher, how far you can perceive through the river increases by 1 mile per spell slot above 2nd. Clear Grove 3rd-level transmutation Casting Time: 1 hour Range: Self Components: V, S, M Duration: Instantaneous Thick vegetation in a 30-foot radius centered on you uproots and moves out of the area. The trees, shrubs, and underbrush affected create a ring along the edge of the clearing, providing thick plant cover to the inside of the ring. This plant cover counts as difficult terrain, heavily obscured, and three-quarters cover. This spell does not affect creatures with the plant subtype, but it does affect magically created non-creature plants, such as those created by the entangle or spike growth spells. 27 CHAPTER 2 | Treants


Quench 3rd-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M Duration: Instantaneous This spell extinguishes all nonmagical fires within a 20- foot cube within range. If there are active fire spells in the area, they are dispelled as if by dispel magic so long as the spell’s level is equal to or lower than this one’s. If it is of a higher level then make an ability check using your spellcasting ability. The DC equals 10 + the fire spell’s level. On a successful check, the fire spell ends. Creatures with the elemental subtype who are native to the elemental plane of fire (such as fire elementals, efreeti, and salamanders) within the area must succeed on a Constitution saving throw or take 8d6 points of force damage, or half as much damage on a success. Magic items in the area that can control or create fire lose such abilities for 1 hour unless their wielder succeeds on a Wisdom saving throw. If the magic item has no wielder, then the effect automatically succeeds. Animal Ambassador 4th-level enchantment Casting Time: 1 hour Range: Touch Components: V, S, M (a morsel of food the animal likes) Duration: 72 hours Choose a beast within range such as a dog, a horse, or an eagle. The spell imbues the target animal with intelligence, as per the awaken spell, and then tasks it with delivering a message for you to a destination of your choice. You must describe the task to the animal, which has to be as simple as either delivering a message to a person or dropping an object in a location. The animal then travels for the duration of the spell towards the completion of its task, covering about 50 miles per 24 hours for a flying animal, or 25 miles for other animals. The awakened animal will do everything within its power to reach its destination, using its newfound intelligence to cleverly avoid obstacles in its way. It is loyal to you but will not fight in combat. Once the destination is reached and its task is completed, the magic of the spell fades away within the next hour. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 48 hours for each spell slot level above 4th. Animal Growth 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour Choose a nonmagical (non-polymorphed) beast creature within range. It must succeed on a Wisdom saving throw or grow to twice its normal size and eight times its normal weight. The creature’s Strength score increases by 4 and it gains temporary hit points equal to its challenge rating multiplied by 5. Moreover, the beast’s AC increases by 2 and it rolls double the number of damage dice for its natural weapons. If there is insufficient room for the creature to fully grow, then it must make a Strength check to burst open any possible enclosures. If it fails, it simply grows to the maximum size allotted without harming the beast. Possessions on the beast, such as saddlebags or saddles, do not grow with the animal; instead either sliding off the creature or breaking from the pressure. A creature cannot have its size increased by this effect and another effect at the same time—the newer effect is automatically negated. Create Oasis 5th-level transmutation Casting Time: 1 hour Range: 30 feet Components: V, S, M (1 gallon of water) Duration: Instantaneous You redirect the flow of water from the ground in order to push it towards the surface at a point within range. The designated spot forms a permanent water source in the form of a spring which discharges 30 gallons of pure drinking water every hour. If the location is suitable, the spring may form into a pond over time. Any other natural spring within 1 mile will have its water output reduced by an amount equal to the output of the new spring created, as its water is redirected below the ground to its new location. Changes in topography, or the changing of seasons, may alter the effectiveness of the spring or even destroy it. For example, if left unattended, a spring in a jungle may succumb to bacteria, while a spring in the winter may become frozen solid. CHAPTER 2 | Treants 28


Green Caress 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (an oddly shaped fruit) Duration: Concentration, up to 1 minute The spell attempts to turn one creature that you can see within range into a tree. If the target creature is not a construct, plant, undead, elemental, or ooze, then the creature must make a Constitution saving throw. On a failed save, it is restrained as its body begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this effect must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, the creature is permanently turned into a tree of its same size category and the spell ends. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. A creature turned into a tree in this way loses all of its abilities, senses, memories, and thoughts while in this form. While the spell is active and the creature is making its saving throws, the effect of the magic is contagious. Physically touching the affected creature spreads the effect to the new creature, forcing it to make the initial Constitution saving throw as if the spell was cast on it. Similarly, if a creature attempts to directly interact with the spell’s magic (such as with an identify, dispel magic, or remove curse spell) while a creature is actively affected by it, then the caster must first succeed on a Constitution saving throw or be affected by the spell. A greater restoration or similar spell of equal power can restore a creature turned to a tree back to normal. Treant’s Draught 6th-level conjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (a treant’s sap) Duration: Instantaneous You magically create a sacred treant draught that must be imbibed within 1 hour of its creation or it spoils. A creature that drinks it is cured of blindness, deafness, and any diseases affecting it. It has no effect on undead or constructs. Additionally, the imbiber gains 50 temporary hit points. For as long as these temporary hit points last, the creature’s melee attacks are made with advantage, their AC cannot be lower than 18 as iron-like bark grows over their skin, and they gain resistance against bludgeoning and piercing damage done with nonmagical weapons. They lose any temporary hit points gained by this spell after 1 hour. 29 CHAPTER 2 | Treants


CHAPTER 2 | Treants 30 VaMPiReS


Vampire A vampire is an undead creature that subists from the vital essence of the living. Their bright red eyes, their pale skin, and their bloodstained, elongated canines mark them as monsters. Any creature can become a vampire: a curse from which there is no escape, eternally chained to the world of the living as a creature of death. Violent Beginnings When a creature is buried the same day it had its lifeforce drained by a vampire, it returns to unlife at midnight as a newly formed vampire spawn. It is now a ravenous creature of the night who hungers for blood, but without free will of its own. It is under the control of the vampire who slayed it, following its orders to the letter as a minion to its will. There are only two ways for a vampire spawn to free itself from the control of its master. The simplest way is for the master vampire to perish, which frees all vampire spawn under its control. The other is for the master to willingly share a portion of its blood to the spawn. The latter transforms the spawn into a true vampire, granting it the abilities and features of its old master. Prisoner of the Grave Sunlight burns the vampire, who is forced to retreat to its lair during the day. At night, the vampire stalks the living world for sustenance. It cannot, however, stray too far from its domain without carrying its own grave with it. Vampires are bound to the place where they originally transitioned into undeath, where they must always return in order to sleep. This is often a coffin for those lucky enough to have had an official burial, but for many others it is simply the dirt around their original grave. Experienced vampires eventually move their burial site over to a more secluded or protected location; for without it, they are doomed. 31 CHAPTER 3 | Vampires


Blood Drinkers Drinking the blood of the living is what grants a vampire its immortality, sustaining their life beyond death. The more fresh and pure the blood, the better. Stale blood from rotting corpses does little to sate the vampire’s appetite. In humanoids, the carotid arteries on the neck are the primary source for such blood, which the vampire drains through a single bite on the jugular. Two puncture marks on the throat are the hallmark signs of a vampire attack. Denied of blood, a vampire loses its beauty and charm, growing decrepit and malnourished. Many such vampires go feral, losing their intelligence and memories, hunting anything that passes their way until they are eventually found and killed. Other vampires simply wither away in their tombs, becoming skeletons and forgotten for all time; until such a time when a single drop of blood falls onto its bones, rejuvenating the vampire back to health. Corrupted Mind A vampire’s memories of their previous life are twisted by hunger and greed. An old flame might become a hunted obsession to it. A desire to rescue its hometown from destruction might become an urge to dominate it. Sometimes they battle with these impulses, however. Although most vampires turn to evil eventually, many find themselves at war with their very own nature. Bloodthirst is a temptation that offers strength at the cost of humanity. It must be sated on occasion for continued existence, but it’s not always an irresistible and controlling force on the vampire. Vampirism can be a blessing or a curse, and its truth varies depending on the individual. Such dynamics exist within themselves, creatures that live between the spheres of life and death. CHAPTER 3 | Vampires 32


Creating a Vampire There are no set rules for what being a vampire truly entails, other than some basic conventions such as the need to drink blood. Each vampire is unique with its own set of powers and abilities. Feel free to use the tables below to customize your character. Vampiric Origins Dying can be a traumatizing moment for most people, for others it can be an exhilarating experience. Regardless, it is a memorable event that has likely defined the life that your vampire now lives. Think hard about the beginning for your character, how did they obtain their vampirism. Was it by choice? Or was it forced onto them? d12 Vampiric Origins 1 You signed a deal with a devil for might and power. You woke up at midnight as a true vampire, wondering when the devil might enact its price. 7 You have hunted vampires your whole life, and you knew everything there was to know about them. You quickly realized that to beat them, you had to become them. 2 As far as you can remember, you have always had nightmares of a world just like yours—but dark and terrifying. One day in such a dream, you met yourself from that other world. You vaguely remember them biting you before waking up. 8 Your village was haunted by a terrifying vampire, who laid claim to a nearby ruin. You helped raise the militia to hunt the monster but unfortunately you ended up being the hunted one. 3 A strange nomad sold you a pale white cat with red eyes. For six days it refused to eat a single morsel. It was distant and agitated. On the seventh day it warmed up to you, and even slept with you the whole night. You don’t remember much about that night, but you haven’t eaten a morsel since. 9 You were the victim of a terrible plague that swept through the city. When you were certain of your death however, whispers of a miracle cure spread like wildfire through the underground. You were taken into a laboratory where a lady injected you with a vial of red blood. You were cured instantly but at a cost. You had to decide whether to deliver the antidote to your family or not. 4 You met a lovely person one day at a grand gala. You danced and laughed with them. Their charm was undeniable, their beauty beyond words. You bedded them in a night of erotic ecstasy, with whips and bloodplay included, only to wake up thirsty for more. 10 You were a mighty vampire. You owned castles, vast riches, and unlimited blood to feed on. When you were at your apex, you were betrayed by a spawn you freed. You lost everything and now must claw your way back from the bottom. 5 A vampire saved your life when you were a child, and took you into their castle. You served them the best you could, loved them like a parent, and eventually asked them to turn you. Begrudgingly, they accepted. 11 You were born in a happy and peaceful community of vampires, who drank nothing but the blood of beasts. You never thought of yourself or your people as different from the world at large, until you left and saw how things truly were. People fear you and adventurers hunt you. You strive to show people kindness and understanding; not all vampires are evil. 6 Your town made a secret deal with a vampire clan, to deliver monthly humanoid sacrifices in exchange for peace. You were sent as cattle to be drained dry by the foul monsters. Fortunately for you, it was raining when you were dumped and discarded. You sank deep into the mud and rose at midnight as a monster yourself. 12 Your father was a vampire, and your mother a peasant. Their love was genuine but misunderstood by the populace. Your mother was burned alive as a heretic while your father has sworn vengeance upon all of mankind. You stand in the middle. 33 CHAPTER 3 | Vampires


Blood Lineage Many vampires are defined by the nature of their curse. There are uncountable strains of vampirism, each with their own unique twists that sets them apart from the rest. Not every vampire has red eyes, and some can pass as humanoids while others look feral and monstrous. What unique and interesting features does your vampire manifest? d12 Blood Lineage 1 You have crimson red eyes that glow in the dark. 2 Holy amulets seem to magically repel you. 3 You can only sleep during the day. 4 Your scalp is devoid of hair, your posture is hunched, and your canines are twice the size of your mouth. 5 Vestigial wings grow on your back, which lack the necessary membranes to achieve flight. 6 Your skin is as pale as snow, and your hair is as white as the moon. 7 Nobody can tell you are a vampire, except for your skin which is ice cold to the touch. 8 You suffer from arithmomania. When a container is overturned, you feel compelled to meticulously count each fallen item. 9 You smell of flowers and honey at night, but of death and decay during the day. 10 Your tears are made of blood. 11 Food is required to sustain your body, as well as blood. 12 Your bodily shape is not quite normal, but a hybrid between a humanoid and a gargoyle. Taste Proclivity Surviving for years as a bloodsucking vampire necessitates the development of personal preferences when it comes to blood selection. Hunting is a skill that is refined for years, and many vampires hone that skill on a particular set of targets. Much like many prefer certain meats and detest others, vampires form tastes for the blood they drink. Does your vampire have a particular preference? Quick Build You can make a vampire quickly by following these suggestions. Your eventual choice of bloodline may influence these decisions. Dark Knights rely on Strength for their physical might in melee combat. The elusive Shadowfangs operate best from the darkness, so Dexterity is their priority. Finally, Charisma is essential for all vampires, but especially the mystical Blood Mage. Constitution makes an excellent consideration after this, to heighten the vampire’s survivability. d12 Taste Proclivity 1 You refuse to feed on sentient beings, only drinking the blood of beasts. 2 A demon once killed your family and ran away, but not before you got a good bite on him. You still remember his taste. You will never stop hunting demons until you taste his blood. Then you will know you will have avenged your family. 3 The life of adventuring is full of danger, but it’s not without its rewards. You never need to hunt, as you instead feed on the monsters you encounter in your travels. Waste not, want not. 4 They will never find you. You are but a shadow in the night. If your target even has the slightest inclination of your existence, you disengage. Hunting is an art, and you are a master. 5 You feed on the blood of criminals and evil monsters. If you are forced to kill for your sustenance, then you might as well cleanse the world of the impure. 6 Your existence is hell itself, your immortality a prison. The only escape to your eternal torment is the ecstasy you feel whenever you feed on fey blood. 7 Feeding is boring without the hunt. You don’t play any tricks, you don’t ambush unsuspecting targets. You would rather fight one-on-one to the death. A meal should be earned. 8 There must be something wrong with you. The voices never stop unless you drink the blood of an aberration. 9 You are evil to the core. There is nothing that brings you more satisfaction than cutting down so-called “angelic” beings. Drinking their blood is just dessert. 10 You have always found the blood of the opposite sex to be sweeter, especially when obtained at their most vulnerable. 11 You are afraid of blood. You hate what it does to you. The cravings and the exhilaration of drinking it; it disgusts you. You drink the bare minimum to sustain your life and nothing more. 12 Since you were little you dreamed of becoming a powerful sorcerer. If dragon blood is what you require, then dragon blood is what you are going to get. CHAPTER 3 | Vampires 34


Racial Features To play a vampire, you must first pick a starting race: that which you were before you transformed into what you are now (elf, dwarf, human, etc). This choice influences your ability score increases, alignment, size, speed, and languages. You lose any other feature granted to you by that race and instead use the vampire features presented below. Ability Score Increase. You gain the ability score increases of your chosen race. Creature Type. You are an Undead. Age. Your mortal years are behind you. You are now an ageless creature of the night. Alignment. You follow the alignment restrictions of your chosen race, with a slight twist. You now must contend with the inherent selflessness of living as a vampire. For you to drink, others must bleed. For this reason, most vampires are evil. Undead Nature. You don’t need to breathe and you are immune to disease. You are affected by spells and abilities that affect the undead (such as the cleric’s Turn Undead or a paladin’s Divine Sense). You cannot regain hit points from spells, items, or abilities unless it is a vampire class feature or a spell from the necromancy school of magic. Only a true resurrection spell can bring you back to life, in which case you lose all of your levels in Vampire and gain an equal amount of levels in another class of your choice (with GM approval). Sleep of the Grave. At least once a week, you must sleep in a coffin filled with the unholy earth in which you were originally buried. Sleeping in any other way will not grant you peace (though still grants you a long rest). You must roll on the Long-Term Madness table (pg. 260 DMG) for each week you are unable to sleep in your coffin, going fully insane after your third roll. A player that has accrued three sources of madness this way loses control of the vampire, who goes on a suicidal murdering spree until they are killed. Sleeping in your coffin removes any madness you have acquired in this way. Thirst for Blood. You need sustenance, but you gain no nutrition from food or drink. Instead you derive your nourishment from blood, of which you must drink an average of 3 quarts (3 liters) a day to remain healthy. You die if you do not drink any blood for 7 days. The blood can come from any Small or larger beast, humanoid, fey, celestial, dragon, or fiend; dead or alive. If dead, the creature must not have been dead for longer than one hour for the blood to grant you nourishment. A malnourished vampire loses its hair, gains slight deformities (such as a hunched posture), and gains a monstrous red tint in its eyes. These traits return to normal once the vampire resumes regular feeding. Sunlight Hypersensitivity. Sunlight cleanses your impure body and causes you great harm. You take radiant damage equal to your character level whenever you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks. The Vampire Level Proficency Bonus Blood Points Nocturnes Known Features 1st +2 1 — Font of Darkness, Vampiric Power 2nd +2 2 2 Nocturnes, Blood Elixir 3rd +2 3 2 Bloodline 4th +2 4 3 Ability Score Improvement 5th +3 5 3 Bloodline feature, Blood Elixir improvement 6th +3 6 4 — 7th +3 7 4 Vampiric Prowess 8th +3 8 4 Ability Score Improvement 9th +4 9 4 Mastery of Death, Blood Elixir improvement 10th +4 10 5 — 11th +4 11 5 Bloodline feature 12th +4 12 6 Ability Score Improvement 13th +5 13 6 Legendary Actions, Blood Elixir improvement 14th +5 14 7 — 15th +5 15 7 Bloodline feature 16th +5 16 7 Ability Score Improvement 17th +6 17 7 Vampiric Mastery, Blood Elixir improvement 18th +6 18 8 — 19th +6 19 8 Ability Score Improvement 20th +6 20 8 Umbral Form 35 CHAPTER 3 | Vampires


Natural Weapons. You can make unarmed strikes with your powerful claws and your vampiric teeth. Your claws deal 1d4 piercing damage and your bite deals 1d6 piercing damage. You can use either your Strength or Dexterity (your choice) for both the attack rolls and damage rolls for these unarmed strikes. You may only use your bite attack against a target that is either willing, incapacitated, or grappled by you, and you may only bite once per round regardless of how many attacks you can make. Darkvision. You have darkvision up to a range of 60 feet. Size. You gain the size of your chosen race. Speed. You gain the speed (or speeds) of your chosen race. Languages. You speak the same languages as your chosen race. Class Features As a vampire, you gain the following class features. Hit Points Hit Dice: 1d8 per vampire level Hit Points At First Level: 8 + your Constitution modifier Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Dexterity, Charisma Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: •  any simple melee weapon and a dagger •  a light crossbow and a case of 20 bolts •  (a) a dungeoneer’s pack or (b) an explorer’s pack (You may reimburse yourself with 5 gp in exchange for the rations) •  (a) leather armor or (b) a set of fine clothes •  a Large coffin filled with dirt and 3 glass vials Font of Darkness 1st-level Vampire feature Your body is strong but must be fed with the sweet nectar of blood. Is it a curse, or a blessing? Time will tell, and blood will spill. For better or worse, you are a child of the night. Your vampiric power is represented in the form of blood points, which you can spend to produce many of the supernatural abilities and magics found in this class. The maximum amount of blood points that you can have at once is 1, and increases by 1 for every additional level in this class, as shown in the Blood Points column of the Vampire table. Feast of Blood. Whenever you feed on another living creature, you regain all spent blood points when you finish your next short or long rest within 24 hours. Feeding on a creature takes 10 minutes, during which time the victim must be unconscious, incapacitated, or willing for the duration. You can also feed on a dead creature so long as it died within the last hour. You can feed at the same time you take a short or long rest, gaining its benefits immediately instead of later. A living creature that is fed upon in this way takes levels of exhaustion based on its size, as seen below. If you fail to feed on a creature for the full 10 minutes, you gain no benefits from this feature. You cannot feed on Constructs, Elementals, Oozes, Plants, Undead, or creatures that are Tiny. Victim Exhaustion Table Creature Size Exhaustion Levels Taken Small 6 levels of exhaustion Medium 3 levels of exhaustion Large or larger 1 level of exhaustion Blood Feeding A vampire requires around 3 quarts (3 liters) of blood per day to remain healthy, which is roughly 2,100 calories a day. This is enough blood loss to kill a single average human. Use the table below as a guideline for how much blood a creature typically contains. Animal Size Average Amount of Blood Small (swine, average dog, hafling) 2.5 quarts (2.5 liters) Medium (human, sheep, large dog) 5 quarts (5 liters) Large (cow, horse, ogre) 50 quarts (50 liters) If you drink more than half the amount of blood that a creature holds in their body, the creature dies. CHAPTER 3 | Vampires 36


Blood Elixir 2nd-level Vampire feature You have learned the dark art of preserving blood for later use, because there won’t always be a convenient bloodbag handy when you need one. As part of a long rest, you can drain the blood from a willing, incapacitated, or unconscious creature into a number of vials or bottles, creating blood elixirs. This procedure takes one hour and requires the total essence of the creature, who dies upon its completion. You can only perform this procedure on a living creature that you could normally feed on, per your Feast of Blood feature. A blood elixir is a synthesis of blood and necromantic essence, which keeps the blood “alive,” so to speak, for an extended period of time. You may drink a blood elixir as part of a short or long rest in order to regain all spent blood points as if you had fed normally. The number of blood elixirs you can create in this way depends on the nature of the creature drained, as seen in the table below. These elixirs last until you consume them, or until you use this feature again, whichever comes first. Blood Elixir Table Creature Type Number of Elixirs Created Beast 1 Humanoid, Monstrosity 2 Aberration, Giant, Fey 4 Celestial, Dragon, Fiend 7 The number of blood elixirs you create as part of this feature increases by 1 at 5th level, then again at 9th, 13th, and 17th level. Bloodline 3rd-level Vampire feature Your body undergoes the final steps of its transformation, revealing your own “species” of vampire, or vampiric ancestry. Choose from Dark Knight, Shadowfang, or Blood Mage, all detailed at the end of the class description. Your bloodline choice grants you features at 3rd level and then again at 5th, 11th, and 15th levels. Vampiric Power 1st-level Vampire feature Your supernatural abilities are fed by the blood you consume. This is represented by abilities which require blood points to function. You start with four such abilities and gain more as you increase in levels with this class. Whenever one of your vampire abilities calls for a saving throw, use the following: Vampire save DC = 8 + your proficiency bonus + your Charisma modifier Afterimage. When you are targeted by an attack, you can spend 1 blood point as a reaction to increase your AC by 1d4. If the attack misses you, you can move up to half your speed without provoking attacks of opportunity. If the attack hits you, you take half damage from the attack. The AC increase lasts until the beginning of your next turn. You can activate this ability after you learn the result of the attack roll. Dark Regeneration. You can spend 1 blood point as a bonus action to forcefully activate your vampiric rapid healing. For 1 minute, you regain 1 hit point at the end of each of your turns. This feature cannot bring your health above half your total hit points and you cannot regain hit points this way if you have taken radiant damage since your last turn. Deadly Allure. You can cast the spell charm person as an action by spending 1 blood point. Drain Life. Whenever you hit a creature with your bite natural weapon attack, you can spend 1 blood point to deal an additional 2d8 necrotic damage. You regain hit points equal to half the necrotic damage dealt, and the target can’t regain hit points until the end of your next turn. You can only activate this ability up to once per turn. Nocturnes 2nd-level Vampire feature Vampires acquire many unique and terrifying abilities as they embrace darkness. These abilities are known as nocturnes. You gain two nocturnes of your choice, detailed at the end of this class description. When you gain certain vampire levels, you gain additional nocturnes of your choice, as shown in the Nocturnes Known column of the Vampire table. Additionally at these levels, you can choose one of the nocturnes you know and replace it with another nocturne that you could learn at that level. 37 CHAPTER 3 | Vampires


Ability Score Improvement 4th-level Vampire feature When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice 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. Vampiric Prowess 7th-level Vampire feature Your body continues to evolve as it becomes more attuned to its cursed existence. Dark Regeneration. The rate of healing for your dark regeneration feature is improved. Whenever this feature is activated, you now instead regain an amount of hit points equal to your Charisma modifier (minimum of 1) at the end of your turns. Strong Willed. You have advantage against effects that turn the undead. Flash Step. You can cast the spell misty step by spending 2 blood points. Mastery of Death 9th-level Vampire feature When you would be reduced to 0 hit points, you can expend 1 blood point (no action required) to drop to 1 hit point instead. You can’t activate this feature if the damage that brought you to 0 hit points included radiant damage. Legendary Actions 13th-level Vampire feature You gain one special reaction each round, in addition to your normal reaction, which you can spend exclusively on these features: Move. Whenever a creature moves within 5 feet of you, you can spend this special reaction to move up to 15 feet without provoking an opportunity attack. Attack. Whenever a hostile creature misses you with an attack, you can spend this special reaction to make either a weapon attack, or cast a spell; targeting the creature. The spell must have a blood point cost and must only target one creature to be eligible for use with this reaction. You get a second special reaction to use with this feature at level 18. Vampiric Mastery 17th-level Vampire feature The world is your hunting ground, and its denizens are your prey. Undeath suits you well, and your living memories are nothing more than a faint echo. Dark Regeneration. You no longer need to activate this feature by spending blood points, instead, it is always active. In addition, the rate of regeneration is increased to twice your Charisma modifier. Strong Willed. You gain proficiency in Wisdom saving throws. Flash Step. You can cast the spell dimension door by spending 4 blood points. Umbral Form 20th-level Vampire feature You can spend 9 blood points as a bonus action to magically transform yourself into a shadowy form. In this form, you have immunity to all damage, you are unaffected by spells or effects that would kill you instantly, and you can move through other creatures and objects as if they were difficult terrain. You remain in this form for 1 minute. It ends early if you dismiss it as a bonus action. You may activate this feature once, regaining the ability to do so after a long rest. CHAPTER 3 | Vampires 38


Combat Proficiencies 3rd-level Dark Knight feature You gain proficiency in martial weapons and proficiency in all armor and shields. Extra Attack 5th-level Dark Knight feature You can attack twice, instead of once, whenever you take the Attack action on your turn. Draining Weapon 5th-level Dark Knight feature You can now activate your Drain Life class feature whenever you deal damage with any weapon attack, not just your bite natural weapon. Lifedrinker 11th-level Dark Knight feature When you hit a creature with a weapon attack, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1). If you use the Drain Life feature with a weapon attack, this necrotic damage is added to the damage from Drain Life, thus increasing the number of hit points you regain. Aura of Living Shadows 15th-level Dark Knight feature You hold dominion over darkness. At your command, even shadows leap at your defense and lash out at your enemies. •  You gain resistance to radiant damage. •  Whenever a creature hits you with a melee attack, it takes 5 necrotic damage. •  You can cause the light around you to diminish in a 10-foot radius (no action required). Dim light becomes darkness, and bright light becomes dim light. Bloodlines Your vampiric heritage reveals itself and you are granted greater power. For some, this revelation is a welcome one. For others, it is a horrifying realization. Dark Knight You are a warrior of the night, granted physical prowess rarely seen among the ranks of the living. Vampires of this bloodline are often seen charging into battle in full armor, leaving death in their wake. Fighting Style 3rd-level Dark Knight feature You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense. While wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 39 CHAPTER 3 | Vampires


Shadowfang Vampires of the Shadowfang bloodline would be renowned for their stealth and subterfuge, except that they prefer to operate in obscurity. The shadows themselves cling to such vampires. Starved Thirst 3rd-level Shadowfang feature You can sustain yourself by feeding on the blood of small animals such as rats, birds, or stray cats. When you use Font of Darkness to feast, you can feed on a Tiny beast in order to regain your spent blood points. This creature automatically dies when drained in this way. Once per day as part of a long rest, you can automatically find a Tiny beast to consume, provided such beasts could feasibly exist at your location. Stalker 3rd-level Shadowfang feature When you are in dim light or darkness, you can take the hide action as a bonus action. When you do so, you are able to hide even if you are being observed. In addition, whenever you start your turn in dim light or darkness, attacks of opportunity against you are made with disadvantage this turn. Feral Claws 5th-level Shadowfang feature Your natural claw attacks are more powerful. The damage increases to 1d8 slashing damage + your Strength or Dexterity modifier (your choice). Whenever you take the Attack action or opportunity attack reaction to make a claw attack, you can make two claw attacks instead. If you hit a creature with two claw attacks within the same turn, you may cause the creature to be immediately grappled by you. You can grapple creatures up to two sizes larger than you in this way. However, the grappled condition does not lower their speed down to 0. Shadow Step 5th-level Shadowfang feature When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Endless Hunger 11th-level Shadowfang feature As long as you have 0 blood points, you gain the following benefits: •  Whenever you deal damage to a creature using your natural weapons, that creature takes an extra 1d8 damage of the natural weapon’s damage type. •  You are immune to the charmed and frightened conditions. •  You can activate your Drain Life feature without needing to spend a blood point. One with Darkness 15th-level Shadowfang feature When you are in dim light or darkness, you have resistance to all damage except force, psychic, or radiant damage. CHAPTER 3 | Vampires 40


Blood Spear 3rd-level Blood Mage feature You develop the supernatural ability to manipulate blood. You gain access to the shape water cantrip, but only to control blood instead of water. As an action, you can spend blood points in order to levitate and harden any blood found within 30 feet of you that you can see. You shape the liquid into a spear-like form with a solid point, which you can either throw at one target or shatter in a cone of devastating blood shards. You can use the blood from any recently damaged creature, or choose to take 1d4 points of damage in order to use your own blood. If the damage from this feature lowers at least one hostile creature’s hit points to 0, you regain hit points equal to three times the number of blood points invested. You do not regain hit points this way if the creature was a construct, elemental, ooze, plant, or undead. Single Target. Make a ranged spell attack against a target you can see within 60 feet. If you hit, you deal magical piercing damage based on the number of blood points spent according to the Single Target Damage table below. Single Target Damage Table Blood Points Single Target Damage 1 3d10 2 4d10 3 6d10 4 8d10 5 10d10 Multiple Targets. The blood spear splinters into shards in a 60-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failure, they take damage as shown on the Multiple Targets Damage table below. On a success, they take half damage. You may choose to use this version of the feature even if only one creature would be affected. Multiple Targets Damage Table Blood Points Multiple Target Damage 1 3d6 2 4d6 3 6d6 4 8d6 5 10d6 Blood Mage You have learned to harness the dark powers within your blood to dominate and destroy your enemies with spells. Charisma is the spellcasting ability for your Blood Mage spells and features. You use your Charisma when a feature or spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for your spells and abilities and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier. Touch of Death 3rd-level Blood Mage feature You gain the chill touch cantrip. In addition, the spell gains the following improvements: •  Damage dealt by chill touch ignores resistance to necrotic damage. •  Whenever you lower a hostile enemy creature’s hit points to 0 using chill touch, you regain one blood point. You can’t ever have more blood points than the maximum allowed for your level. Starting from 11th level, you can target one additional creature with chill touch provided the second creature is within 5 feet of your original target. Starting from 15th level, you can target up to three creatures this way. 41 CHAPTER 3 | Vampires


Blood Magic 5th-level Blood Mage feature You brand magical runes onto your skin which bleed whenever you activate a spell. Carving these runes takes time, and imbuing them with magic produces an unimaginable amount of pain. Each rune represents a spell which you learn and can cast using blood points. Choose two spells of 3rd level or lower from any class spell lists. You can cast these spells using blood points equal to their corresponding spell levels. If you cast a spell whose level is lower than 3rd, you can cast it at a higher level (maximum of 3rd) by spending blood points equal to the level it is cast at. Whenever you cast a spell using this feature, you take damage equal to the number of blood points spent. This damage cannot be reduced in any way. You learn two additional spells from any class spell lists at 11th level. These spells can be up to 6th level. You can only cast a spell of 6th level or higher once, regaining the ability to do so when you finish a long rest. You may now upcast spells learned through this feature up to 5th level, spending the corresponding blood point cost to do so. You learn two additional spells from any class spell lists at 15th level. These spells can be up to 8th level. Whenever you gain a level in this class, you may switch a spell you have learned through this feature with another. The new spell must be from the same level range the original spell came from. For example, a 2nd-level spell obtained at level 5 may only ever be traded for a spell of 1st, 2nd, or 3rd level. Transfusion 11th-level Blood Mage feature You can cast the spell life transference by spending 3 blood points. You may choose to cast this spell at a higher level. If you do so, the blood point cost equals the level of the spell. In addition, once per round whenever you deal damage to a creature using your Blood Spear feature, you may regain hit points equal to half the damage dealt to that creature (rounded up). You may do this a number of times up to your proficiency bonus, regaining all expended uses when you finish a long rest. Blood Vessel 15th-level Blood Mage feature Your blood point maximum increases by 5. Vampire Weaknesses This is a list of optional vampiric restrictions that you may choose to follow if you wish to roleplay a true vampire: Forbiddance. You can’t enter a residence without an invitation from one of the occupants. You can’t cross rivers or oceans without being invited by a resident of the other side. Harmed by Running Water. You take acid damage equal to your level if you end your turn in running water. Impure water sources like stagnant ponds, swamp water, saltwater oceans, or rain don’t affect you. No Reflection. You do not produce a reflection on reflective surfaces. Features or magics that rely on your reflection to function do not work on you. Abhorrence. If you attempt to drink the blood of a creature who has recently consumed a natural antibiotic (such as garlic, honey, ginger, or oregano), you automatically vomit any blood consumed and take acid damage equal to two times your character level. You then gain a level of exhaustion. Stake to the Heart. You are vulnerable to piercing damage made from wooden weapons. If such a weapon drops you to 0 hit points or delivers a critical hit against you, it automatically stabs you in the heart; paralyzing you until the weapon is removed. CHAPTER 3 | Vampires 42


last for 1 hour or until you lose concentration (as if concentrating on a spell), whichever happens first. The swarms are allies to you and your companions. They share your initiative count, but take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the dodge action and use their movement to avoid danger. Starting from 6th level, you can instead summon two dire wolves in this way by spending 3 blood points. Guardian of Death You gain the ability to impede death. As a reaction, when you or a creature you can see within 30 feet of you suffers a critical hit, you can spend 1 blood point to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this nocturne a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Hide in Plain Sight You can cast the spell disguise self at will, without expending blood points. Inured to Undeath You have resistance to necrotic damage and your hit point maximum can’t be reduced. As an action, you can regain an amount of hit points equal to three times your vampire level. Additionally, if you put a severed body part of yours back in place when you use this nocturne, the part reattaches back to your body. You can use this feature to mend your broken flesh or fix dislocated bones. Once you use this action, you cannot do so again until you finish a long rest. Lifting Shadows You gain access to spells that ease your travel. Provided you have the level requirement, you can cast these spells by spending blood points as shown below. Lifting Shadows Table Vampire Level Spell and Cost 2nd jump (at will) 3rd levitate (2 blood points) 5th fly (3 blood points) 9th passwall (5 blood points) Vampire Nocturnes The nocturnes are separated into four different level requirements, which must be met in order to learn them. You can learn a nocturne at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Any spells you gain from nocturnes use Charisma as your spellcasting ability. Nocturnes with no level requirement Alleviate Sunlight Hypersensitivity Your bloodline grants you a semblance of relief from the power of the sun. Whenever you start your turn in sunlight, you instead take radiant damage equal to half your level (rounded down), and you no longer have disadvantage on attack rolls and ability checks while in sunlight. In addition, you can travel in sunlight without taking damage or receiving any penalties so long as your skin is completely covered by clothes and not in direct contact with the sun. The restrictive layers of clothing required for this, however, make you practically blind while in combat. While enshrouded in this way, you are blinded to anything more than 10 feet away from you and you have disadvantage on Dexterity saving throws, attack rolls, and Wisdom (Perception) checks that rely on sight. If your covering is removed (which you can do as an action), these penalties are negated, but you take radiant damage as normal. Animagus You can cast the spell polymorph with yourself as the target, transforming into either a wolf or a bat. The GM has stats for these creatures. You keep your Intelligence, Wisdom, and Charisma stats while transformed. You can activate this nocturne once, and you regain the ability to do so when you finish a short rest. Blood Draw Once per day, you may gain the benefits of a short rest immediately after feeding as part of your Font of Darkness feature. Call Household As an action, you can spend a number of blood points to summon a swarm of bats for each blood point spent, to a maximum of 3. Each swarm appears at a point you can see within 30 feet of you, as long as the area is shrouded in darkness. They 43 CHAPTER 3 | Vampires


Mist Form You can cast the spell gaseous form with yourself as the target without spending blood points The spell ends if you are in sunlight or in running water. Once you cast the spell in this way, you cannot do so again until you finish a long rest. When you would drop to 0 hit points, you can drop to 1 hit point instead. You then transform into a cloud of mist, as per the spell gaseous form, provided that you are not in sunlight or running water. If you enter sunlight or running water while in this form, you die. You cannot revert back to your natural form unless you are in pure darkness. If you can’t find such a location within 1 hour, you die. Once you use this feature, you cannot do so again until you finish a long rest. You can’t use any of your class features while in gaseous form. Porphyric Hemophilia When you use Feast of Blood on a creature that shares your race, or if you imbibe a blood elixir that came from a creature of your same race, your body “returns to life” for 24 hours. For the duration of this effect you undergo the following changes: •  Outwardly you no longer look like a vampire. Vampiric physical traits such as elongated canine teeth, pale skin tone, being cold to the touch, or red eyes are no longer present. •  You lose your Undead Nature racial feature. •  You can now see your reflection in mirrors, you can pass through running water, and you can even enter a residence without an invitation. •  Divination spells and magical features that seek to ascertain your creature type fail to uncover your vampirism. Instead you appear as a typical member of your species. Profane Knowledge You gain proficiency in two skills of your choice. If you already have proficiency in any of them, you gain expertise in those skills. Slow Metabolism You can now survive for up to 21 days without drinking any blood, rather than 7 days. When you use Feast of Blood on a creature, you can now regain your blood points on the next short rest you take within the next 7 days. Sudden Acceleration You can dramatically increase the blood flow to your muscles, allowing for supernatural feats of speed. You can spend 1 blood point to take the Dodge, Disengage, or Dash action as a bonus action. Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Vampire Charm You gain access to spells that charm and manipulate those around you. Provided you have the level requirement, you can cast these spells by spending blood points as shown below. Vampire Charm Table Vampire Level Spell and Cost 2nd suggestion (2 blood points) 5th hypnotic pattern (3 blood points) 7th charm monster (4 blood points) 9th dominate person (5 blood points) You may choose to cast these spells at higher levels by spending an amount of blood points equal to the spell level. Nocturnes That require 6th level or higher Blood Hunter Choose a creature type from aberrations, celestials, dragons, fey, fiends, giants, monstrosities, and undead. Alternatively, you can select two races of humanoid (such as dwarves and elves). You have advantage on checks made to track, checks made to recall information, and any checks made to discern intentions or motives when made against creatures of the chosen type. You learn a language associated with the creature type (such as Goblin for goblinoids) and attacks you make against creatures of the chosen type deal an additional 2 damage on a hit. CHAPTER 3 | Vampires 44


Moreover, creatures other than you, that start their turn or enter the aura for the first time in a turn take piercing damage equal to your Charisma modifier. You can activate this nocturne once, regaining the ability to do so when you finish a short rest. Darkened Sight You can cast the spell darkness by spending 2 blood points. You have the supernatural ability to see through any magical darkness you create through this spell. Starting from 10th level, whenever you cast the spell darkness using this nocturne, you can choose a creature within 60 feet of you that you can see. The target creature can see through the magical darkness you have created for as long as you hold concentration on the spell. Desperate Thirst While you have 0 blood points, you gain the following traits: •  Your walking speed increases by 10 feet. •  You have advantage on Wisdom (Perception) checks. •  You have disadvantage on Intelligence checks. •  On your first turn after rolling for initiative, you can use an ability that costs 1 blood point for free. Knowledge in Blood You are able to extract memories from creatures by drinking their blood. When a creature takes at least 1 level of exhaustion due to being fed upon from your Font of Darkness feature, you can read their thoughts as per the detect thoughts spell. If you do, assume you have probed deep into their mind and they have failed their Wisdom saving throw against the spell. You learn the information throughout the course of the feeding. If you feed on a dead creature, you can study their memories as per the speak with dead spell. The answers are received throughout the course of the feeding. You may use this ability even if the corpse does not have a mouth, but this nocturne automatically fails if the corpse has been dead for longer than 1 hour. Meld in Shadows As an action, you can become invisible until you move, take an action, or take a reaction. You may only activate this nocturne while in an area of dim light or darkness. Bloody Tyrant As an action, you can spend 2 blood points in order to target one undead creature that you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this nocturne again. An undead creature whose challenge rating is equal to or greater than your vampire level is immune to this effect. Boiling Blood Your hot blood steams and bubbles upon contact with the air. You have resistance to fire damage. Cover of Bats If you spend 2 blood points as a bonus action, you can surround yourself with a magical aura that looks like flying bats swirling around you. This aura extends 5 feet from you in every direction, but not through total cover. It lasts until you are incapacitated, you dismiss it as a bonus action, or until 1 minute has passed; whichever happens first. The bats grant you shade from the sun, relieving you from its harmful effects for as long as the aura lasts. In addition, you gain half cover from ranged attacks that originate from outside of the aura. Raise Vampire Optional 1st-level Vampire feature This is an optional feature that you may use, provided you have GM approval, in order to create more of your kind. This feature is for true vampires and cannot be obtained by a vampire spawn. If you kill a humanoid using your bite natural weapon with the Drain Life feature, and the humanoid is subsequently buried under the earth, it will rise the following night as a vampire spawn who is permanently charmed by you. The vampire spawn uses the stats of the slain creature with the addition of all the features under Vampire Racial Features. The vampire spawn will act independently of you and will not follow you in your adventures unless it has good reason to do so. The creature is not under your control but will take your words in the most favorable way it can. Charm effects (such as the suggestion or charm person spells) automatically succeed when you use them against a vampire spawn you have created. For the vampire spawn to be freed from your control, you must offer your blood willingly to it. After it drinks even a single sip from your blood in this way, it is forevermore freed and becomes a true vampire. 45 CHAPTER 3 | Vampires


Necromancer You can cast the summon undead or animate dead spell by spending 3 blood points. You may cast these spells at a higher level by spending an amount of blood points equal to the spell level, to a maximum spell level equal to half your vampire level. In addition, undead creatures you create, summon, or control using your class features or spells you cast have their hit point maximums increased by an amount equal to your vampire level, and have their attack rolls increased by an amount equal to your proficiency bonus. Penumbral Gift You can cast the spell summon shadowspawn by spending 3 blood points. You may cast this spell at a higher level by spending an amount of blood points equal to the spell level, to a maximum spell level equal to half your vampire level. In addition, you may link your shadow with a summoned shadowspawn in order to ward yourself from damage. If you do, while the shadowspawn is within 10 feet of you, you gain resistance to all damage. While warded in this way, each time you take damage, the shadowspawn takes the same amount of damage. Spider Climb You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. In addition, you gain a climbing speed equal to your walking speed. Unnatural Reaction When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Unstoppable You can cast the spell freedom of movement on yourself. Once you use this nocturne, you cannot do so again until you finish a long rest or unless you spend 4 blood points to do so. Vampiric Magic Your vampiric blood grants you innate access to potent magic. You can cast these spells by spending blood points as shown below. You may choose to cast these spells at higher levels by spending an amount of blood points equal to the spell level. Vampiric Magic Table Spell Blood Point Cost detect magic 1 fog cloud 1 sleep 1 invisibility 2 fear 3 greater invisibility 4 Wings of Dread As a bonus action, you can spend 1 blood point to grow bat-like wings on your back which grant you a flying speed of 30 feet for 1 minute. Starting from 14th level, you no longer have to spend a blood point to activate this nocturne. Instead you may activate it at will, no bonus action required. Nocturnes That require 10th level or higher Animate Objects Objects around you appear to take on a life of their own. If you are holding a weapon, you can spend 2 blood points as a bonus action to toss it into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. It uses your attack and damage rolls as if you were the one attacking with it. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another space within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After 1 minute, the weapon flies up to 30 feet and tries to return to your hand. If you don’t have a hand free, it falls to the ground at your feet. It also ceases to hover if you grasp it or move more than 30 feet away from it. In addition, you can cast the spell animate objects by spending 5 blood points. Damage Resistance Bludgeoning, piercing, and slashing damage you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus. CHAPTER 3 | Vampires 46


Improved Drain Life You can spend additional blood points in order to increase the damage of your Drain Life feature. Whenever you use drain life, increase its damage by 1d8 per additional blood point spend, up to a maximum of 4 blood points. Pact with Agathys You can cast the spell armor of agathys by spending blood points, with the amount of blood points spent equal to the spell level in which you cast the spell. You may cast this spell up to 5th level. You have resistance to cold damage for as long as you have the temporary hit points provided by this spell. Pure Regeneration Whenever you regain hit points due to your Dark Regeneration class feature, you can also cure yourself from the blinded, deafened, paralyzed, and poisoned conditions. You may also cure yourself of any reduction of your ability scores. Nocturnes That require 14th level or higher Blood Sense You can feel the blood around you as if it sings to you. You gain blindsense out to a range of 30 feet against all creatures except constructs, elementals, oozes, plants, and undead. Gargoyle Form By spending 6 blood points as an action, you can undergo a monstrous transformation that closely resembles a bat-like gargoyle. The transformation lasts for 10 minutes. Until the effect ends, you can’t cast spells or spend any blood points, and you gain the following benefits: •  You gain 50 temporary hit points. If any of these remain when the effect ends, they are lost. •  You have advantage on melee attack rolls. •  When you hit a target with a melee attack, that target takes an extra 2d12 force damage. •  You have proficiency in Strength and Constitution saving throws. •  You can attack twice, instead of once, when you take the attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Legendary Resistance Whenever you make a saving throw and fail, you can spend 1 blood point to reroll it and take the second result. Servant of the Damned As an action, you can target a dead humanoid within 30 feet of you that you can see and infuse it with torrents of dark energy in order to raise it as a vampire spawn under your control. The creature is friendly to you and your companions and obeys all of your verbal commands to the best of its ability. Maintaining your dominion over this creature requires you to continuously spend energy to do so. When you activate this nocturne, the maximum number of blood points you can have is reduced by 5 and stays reduced in this way until you take a long rest while no longer having control over a vampire spawn created in this way. You may only control one vampire spawn at a time using this nocturne. You can choose to relinquish control of the vampire spawn as an action. If you do, the vampire spawn becomes hostile to you and your companions. If killed, the vampire spawn turns to ash. Your GM has stats for the vampire spawn. Summon Nightmare You can cast the spell find greater steed by spending 4 blood points, however instead of the options presented in the spell description, you may only summon a nightmare. Your GM has the statistics for the nightmare. True Sight You gain the ability to see things as they actually are. You can see in normal and magical darkness, see into the ethereal plane, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Your truesight works out to a range of 120 feet. 47 CHAPTER 3 | Vampires


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49 CHAPTER 1 | Familiars


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