Vampire monk 5e

  • Living Vampire
  • Tips about Radiant Damage 5e undead, resistance & vulnerability in dnd
  • ‘D&D Curse of Strahd’ Player’s Report: Session 11
  • DnD 5e – The Dhampir Handbook
  • Living Vampire

    Buffy is a Monk following the Way of the Open Hand, allowing her to focus on her martial arts and fighting technique. And, of course, where would Buffy be without Mr. Giles Who watches the watcher? Giles is older than the rest of the Scooby Gang and, as a result, higher level than the rest.

    Tara Tara will forever be a member of the Scooby Gang in our hearts. Willow met Tara at a Neo-Pagan meeting Willow thought they were real witches, but they were neo-pagan nature worshipers and Tara has never lost that connection to nature. Tara was also convinced since a young age that she was half-demon.

    Although that proved not to be true, and is reflected in making her a human here, anyone RPing as Tara should include that conflict in her backstory.

    Smart, quirky, eventually confident Willow. We chose to go with Neutral Good here since, in general, Willow fights for the white hats. Xander Alexander Lavelle Harris has been known as many things to the Scooby Gang, most prominently as the mascot or one regular, non-magic member of the gang. Now, we gave him some magic here, but hear us out!

    Xander is the mascot, he inspires others and never gives up the fight for good, despite not being able to fight like Buffy, wield magic like Willow, or even research like Giles.

    Xander has always had a sharp tongue made for comedic relief, so Vicious Mockery is the perfect cantrip to use and use often when RPing as this member of the Scoobs. And that concludes our first round of Buffy character sheets! Did you agree with our choices? Let us know in the comments!

    Tips about Radiant Damage 5e undead, resistance & vulnerability in dnd

    You gain proficiency in the chosen skill. Your exhaustion due to blood thirst can never rise above level 2, but until you have sated your thirst, your exhaustion may never fall below the threshold of exhaustion incurred by your blood thirst. You may not reduce other forms of exhaustion by drinking blood. You may choose to avoid this cost by going into hibernation.

    This decision must be made after finishing a long rest and slows down your metabolism for at least 24 hours. You are unconscious for the duration of the hibernation. When entering hibernation, you can choose to hibernate any number of days, up to a maximum equal to twice your Constitution or Charisma score, whichever is higher.

    You awaken from hibernation either at the time chosen upon entering hibernation, or upon being awoken by another creature. However, the living vampire uses blood in the form of vitae points as a class resource and thus, does require a degree of keeping track of the vitae consumed, though not excessively so.

    The guidelines presented below can also be used for the regular blood thirst of the ahoolings for games that prefer a more simulationalist experience. For the purpose of regaining vitae points, the following guidelines apply: As a living vampire grows in power, so do the requirements of their diet. Unless decided otherwise by the GM, only aberrations, beasts, celestials, dragons, fey, fiends, giants, humanoids, and monstrosities can be drained for vitae.

    Exceptions to this rule are blood draining undead or plants that feed on blood, oozes made of blood and viscera etc. Use the following guidelines for collecting blood for the purpose of replenishing vitae: A willing creature may donate blood to a living vampire. This process takes 1 round per point of vitae donated and requires, unless otherwise noted, that the living vampire is adjacent to the donor and uses his action to drink. Each point of vitae drained costs the donor one Hit Die.

    A donor can donate up to his proficiency bonus Hit Dice worth of blood. This number resets if the donor finishes a long rest. Any donation in excess of that inflicts one level of exhaustion on the donor. This represents the safe way to donate blood.

    The living vampire may also elect to drink in a manner that is more dangerous to the willing donor—in this case, the living vampire instead drains 2 Hit Dice per round, but the donor must succeed a DC 15 Constitution saving throw or begin suffering a bleeding wound that inflicts 1 point of damage due to blood loss per round. This bleeding can be stopped by a DC 15 Wisdom Medicine check or any amount of magical healing.

    The same limits apply for this more dangerous form of blood donation. The life-sustaining properties of vitae are quickly lost: Unpreserved blood loses the capacity to provide vitae replenishment after 5 minutes. Blood may be preserved via the casting of gentle repose and similar spells.

    Failure indicates that the blood was spoiled by the attempt. The necessary ingredients to preserve blood this way cost 2 gp. Blood thus preserved does taste foul and renders the living vampire poisoned for 1 round upon consuming it.

    No save. Any excess vitae that would be gained via magical means is lost. This maximum threshold resets only after both consuming proper blood and finishing a long rest. Vampiric Techniques When you become a living vampire at 3rd level, you undergo physical and metaphysical changes. Your metabolism calls out via the red river that connects all to the blood of other creatures. This mystic connection allows you to perform unique martial arts, known as vampiric techniques.

    You can use only one vampiric technique per turn, excluding murmurs, which are always active. You learn two additional vampiric techniques at 7th, 10th, 15th and 18th level. Some vampiric techniques have a vitae point cost to activate, while others do not.

    Vampiric techniques with a vitae point cost note their activation actions in their respective entries. Each time you learn new vampiric techniques, you may also replace one vampiric technique you know with a different one. Vitae Pool.

    You measure your supply in nourishing blood in vitae points. Your vitae pool has a minimum size of 3 vitae points. Vitae is consumed by your metabolism and is used to fuel a number of your class features. Your vitae pool does not automatically replenish upon finishing a short or long rest.

    The rush of death approaching can send a resonant song of power through the red river that connects you with all things. Whenever you can see a creature that suffers from a bleeding wound that was caused by you, is reduced to 0 hit points , you may use your reaction to gain 1 vitae point. Only creatures that could sustain your blood thirst see side-bar can provide a vitae point this way.

    You may only gain 1 vitae point this way from a single creature in 24 hours. You may regain a maximum number of vitae points this way equal to your proficiency bonus—for everything beyond that, you have to drink the blood of other creatures.

    The maximum number of vitae points you can regain this way resets after finishing a long rest. Bleeding Wounds. Several of your vampiric techniques create wounds that bleed profusely, causing continuous damage to the target. Only targets with blood or a blood-equivalent circulation system may be affected by bleeding wounds. In order to inflict a bleeding wound, your vampiric technique has to inflict at least 1 point of damage to the target. The damage inflicted by bleeding wounds is considered to be untyped.

    Bleeding wounds you inflict with vampiric techniques stack with bleeding wounds created by other vampiric techniques, but they do not stack with themselves.

    Bleeding wound damage is not multiplied on a critical hit. A target with a bleeding wound may forgo moving on its turn to attempt to temporarily staunch the flow of blood. The creature takes no damage from one of its bleeding wounds for one round. Additionally, a creature may use a Wisdom Medicine check against your vampiric technique save DC to treat the flow of blood. On a success, the effects of one bleeding wound end. Magical healing closes all bleeding wounds, provided it restores more hit points at once than the last total damage per round inflicted by bleeding wounds that the target suffered from.

    Otherwise, the target is healed, but continues to suffer the damage inflicted by bleeding wounds. Saving Throws. Anima vampiric techniques represent the exertion of control that you can establish over your physiology. You may only have one anima vampiric technique in effect at any given time and, once activated, the technique cannot be dismissed. It must run its course until its duration elapses.

    Anima techniques, unless otherwise noted, last for a number of rounds equal to your choice of either Charisma or Constitution modifier minimum 1 , chosen each time anew. Anima techniques also generate a bit of resonance when activated see escalations, below.

    Escalations have a vitae cost to activate and generate resonance, a harmony between your blood and that of your adversaries, a resource required to activate reaping see below vampiric techniques. It does not matter if the escalation misses, is resisted, negated or otherwise fails to produce its intended effect—resonance is generated nonetheless.

    The connection required to maintain resonance is tenuous at best and may only be established when the blood of participants sings of battle. Resonance has a duration of 1 minute, which resets whenever you generate resonance. When this duration elapses, the resonance is lost. Murmurs are the soothing sounds of your own blood, whispering of eldritch secrets. They do not have a cost to activate and are always considered to be in effect.

    Reaping vampiric techniques are impressive, often frightening abilities that rely on resonance to work. Each Reaping technique features the Resonance required —line in its entry. In order to execute the reaping vampiric technique, you must have at least the listed amount of resonance in addition to paying the vitae cost, if any. Performing a reaping vampiric technique generates a crescendo in the mystic song of blood that resets your resonance to 0.

    The two-word description must be relatively specific and may not encompass all creatures of one creature type. Creatures that fit the description and which would usually be immune to your bleeding wounds lose their immunity against your vampiric techniques.

    At 10th and 15th level, you may choose an additional creature to be described thus. Even more so, when you make use of the relative ease with which you can scavenge creatures from older editions. However, as per the writing of this, the system does not feature a particularly fine differentiation between different types of creatures.

    While tags like demon or devil do help , it is my conviction that this ability can yield a finer and more rewarding tool for GMs and players to specialize the living vampire and foster cooperation in determining the proper descriptions—after all, roleplaying is supposed to be cooperative. Players should not try to cheese this ability, while GMs should make sure that a given description is not hyper-specific.

    Exsanguination Aura At 10th level, whenever you are within 30 ft. The resonance between your life force and the target draws forth the precious red. The total number of hit points that must be healed at once by a magical healing effect to close bleeding wounds is increased by twice your current resonance score.

    Otherwise, the target is healed, but retains the bleeding wounds. If the creature leaves the range of your aura, the suspended bleeding wound damage immediately resumes. This armor grants you resistance to bludgeoning, piercing and slashing damage.

    This effect lasts for 1 minute or until you choose to resume the bleeding, which is possible any time. You may use this feature again after finishing a long rest. Vampiric Techniques These vampiric techniques are presented by category and in alphabetical order within the category. Anima Techniques Activation Cost: 1 vitae point Generates: 1 resonance Prerequisite s : Living vampire 7 As a bonus action, you whisper a mystic command to your blood, granting you advantage on saving throws against disease and poison.

    Additionally, you reduce any poison damage you take by your current resonance score. While affected by this technique, you are less sociable and excitable.

    This is free. You can increase the damage by 2d6 per ki point up to 8d6 total three ki points.

    This is essentially the only ranged AOE blast cantrip in the game, and its range is excellent. You can use it on groups of flying enemies, which is something Monks typically struggle with. I would mainly use the free version and spam it on groups of enemies until they reach Bolt range. I wish Searing Sunburst scaled like cantrips as you level up.

    Or not. You can turn your light bulb on and off as a bonus action. This is shockingly bad, the worst seventeenth-level ability of any Monk. This ability creates additional confusion about the Sun Soul action economy compared to the base Monk features. Even the lighting effect is bad. Sun Shield is basically a greater Light cantrip that you cast on yourself, and it does not count as sunlight. You are a mid-range kiting subclass that can also hide.

    Why on earth would you light yourself up and invite attacks with such a meager defensive response? An awful, awful ability that is best ignored. You can use your movement speed to kite enemies very effectively, and radiant damage can block some regeneration effects vampiresmaking you potentially very effective in undead-heavy campaigns.

    If you find a way to use a ranged bonus action attack, it will round out this subclass. The Sun Soul is a bit of a slow starter, and it suits campaigns starting at level five or above. If you have a level in a spellcasting class perhaps multiclassing with Clericyou can cast Hex with regular spell slots. Hex will add a d6 of necrotic damage to each of your attacks vs. The extra damage from this stacks nicely with your multiple ranged attacks.

    Crossbow Expert is one option for a ranged bonus action attack. Using the attack action and making at least one attack with a hand crossbow will allow you a free attack with your bonus action with the hand crossbow.

    This feat also allows you to ignore ranged attack disadvantage if a hostile enemy is within five feet. This goes for your Radiant Sun Bolts as well as your crossbow. The ability to move twice as fast for one round is fantastic. Variant Human and Custom Lineage give you that famous free feat. The feat-starved Monks can make great use of a feat to boost their abilities at low levels. The Protector Aasimar is a thematic and fun match for a Sun Soul. You get Darkvision, radiant and necrotic damage resistance, a bit of healing, and Radiant Soul.

    The Radiant Soul racial feature uses an action to transform for one minute once per long rest.

    ‘D&D Curse of Strahd’ Player’s Report: Session 11

    This transformation gives you incorporeal wings with a flying speed of thirty feet increased by the Monk movement speed boosts and allows you once on each of your turns to add radiant damage equal to your level to an attack or spell. I think this is a wonderful fit for a Sun Soul. Clerics offer loads of value for a one-level dip. One level of Rogue is a nice option: extra proficiencies, Expertise, hand crossbows, and Sneak Attack.

    And that is a pretty apt analogy for Jeremy Gilbert's development as a character in The Vampire Diaries. Jeremy started off as an angry, lonely kid, and once he was dragged into Elena's supernatural shenanigans he actually seemed to be team vampire. That is until he found out he was actually one of the Five, a group of magical vampire hunters whose quest to destroy the vampire race supersedes all else.

    But once his life became a very kill or be killed kind of situation he forced himself to adapt quickly and learned how to maximize his natural skills and abilities as much as possible. Most of the Mystic Falls gang only works on the defense, but Tyler is one to go on the offensive as much as he can.

    And while Matt Donovan obviously isn't a healer in the literal sense, he is absolutely the kind of friend who is there to support the people he loves and help them work through whatever they're dealing with as much as he can. Matt certainly has no qualms about killing a vampire if he needs to, but he is much more about keeping people as safe and happy as he can, which makes him the best fit for the Cleric class.

    And Bonnie is the latest witch in a very long and powerful witch bloodline, and although she did develop her skills as her story continued, what really saved her life from the very start was her natural, incredibly powerful magical abilities.

    But she somehow managed to outlive nearly everyone else on the show, despite the fact that they were more powerful than her.

    DnD 5e – The Dhampir Handbook

    And how exactly did she accomplish that? By adapting to every situation, learning how to cope with dangerous situations quickly, and by being sneaky and underhanded if it would give her an advantage. At one minute she's willing to die to save the person she loves, and the next minute she'll commit vampire genocide without batting an eye. But as a doppelganger, she is a truly unusual specimen in the supernatural world.

    Vampire monk 5e