Vampire (Prestige Class)

*Vampires carry the eldritch essence of Lamians—the ancestors of Vampires—in their blood, either from adapting to the harsh energies of the Plane of Ash, or from undergoing a “vampiric transfer” forced or gifted upon them from another vampire. Because the power of this essence is too demanding for a false-lamian, perversion of a person's body to better suit that of a lamian is bound to happen in order to allow the individual to adapt to this grueling change.*

 2nd / 5th
 3rd / 9th
 4th / 11th
 5th / 16th

## Vampire Class Features / Stages

### Improvements

As a vampire, you gain the following improvements to your character:

* **Hit Points:** Every level you gain in Vampire, your hit die type increases as well. The process of adding hit points is the same as normal classes; roll the die, add your Constitution modifier to the roll, then add the total to your Hit Point Maximum amount.
* **Ability Score Improvements:** Your Charisma and Constitution scores are increased by 2.

### Vampire Initiate

At 1st level, you have completed the vampiric transformation, and have become a vampire. As a Vampire Initiate, you gain the following features:

* ***Lamian Tolls.*** You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You also gain resistance to necrotic damage. You also gain vulnerability to any magic damage.
* ***Bloodthirst.*** As a bonus action, you can drain the blood of an opponent, and nourish from it. In order to attack a creature in this way, the target must be grappled or is willing to have you bite it. Then, you need to make a successful attack roll against the target (unless they are willing to be bit) to drain 1d4 hit points worth of blood off of them. If the target is drained of all their hit points using this method, the target dies immediately. You can only use this ability once per day, or until your next long rest.
* ***Minor Sunlight Sensitivity.*** If you start your turn in direct sunlight, you take 5 points of radiant damage.

### Vampire Amateur

At 2nd level, you have advanced from your initiate stage and have truly started developing your vampirism. As a Vampire Amateur, you gain the following features:

* ***Vampiric Immunity.*** You gain immunity to one of the following damage types of your choice: bludgeoning, piercing, or slashing. The immunity is only valid if the attack is nonmagical.
* ***Spider Climb.*** You gain a climbing speed equal to your base walking speed, and you can climb difficult surfaces, including upside down on a ceiling.
* ***Improved Dash.*** As a bonus action, you can use enable an improved Dash which doubles your base movement speed for a minute. You can do this an amount of times equal to your proficiency bonus, but you must take a short rest in order to regain all uses.

### Intermediate Vampire

At 3rd level, you are starting to become a more skilled vampire. As an Intermediate Vampire, you gain the following features:

* ***Regeneration.*** You regain 10 hit points at the start of your turn if you have least at 1 hit point and are not in direct sunlight.
* ***Improved Bloodthirst.*** The dice used for Bloodthirst is upgraded to a d8, and the amount of times you can use this feature per long rest is now five. At 5th level, the die is upgraded to a d10, and the amount of uses is unlimited.
* ***Sunlight Sensitivity.*** If you start your turn in direct sunlight, you take 10 points of radiant damage, and you have disadvantage on any Constitution saves.

### Vampire Aficionado

At 4th level, your physical form has started to account for the lamian essence. As a Vampire Aficionado, you gain the following features:

* **Improved Immunity.** You gain immunity to another damage type of your choice from the previous immunities list. The immunity is only valid if the attack is nonmagical.
* ***Natural Attack.*** As a bonus action, you can claw at an enemy within 5 feet of you. Upon a successful attack roll, you deal 1d6 slashing damage.
* ***Vampiric Charm.*** You can use your vampiric charm to allure your victims. As a bonus action, you can cause up to five people that you can see within range to make a Wisdom Saving Throw (DC = your Charisma ability score). If a target succeeds, nothing happens, and you can not target that creature again with your charm. If a target fails, then they are charmed by you and see you as an ally. This charm ends until they can make a successful save out of it.
* ***Sunlight Hypersensitivity.*** If you start your turn in direct sunlight, you take 20 points of radiant damage, and you have disadvantage on any Constitution saves. At 5th Level, you no longer take damage in direct sunlight, nor disadvantages.

### Master Vampire

At 5th level, you have mastered your vampirism. As a Master Vampire, you gain the following features:

to be finished...