Arch-Vampire
About this class
While there are many who are inflicted with the curse of Vampirism, you are one of the select few to have been sired by an Arch-Vampire, giving you abilities far beyond the rest of your undead kin.
Domains
Blade
Starting stats
Hope feature
Class features
-
Born A Monster
You automatically take the Vampire transformation card at character creation. You also increase the maximum amount of Blood Tokens you can have from 5 to 5+Tier.
-
Blood Power
You gain the following abilities, called Blood Powers. Each Blood Power requires 1 Blood Token to use. Some Blood Powers allow you to spend additional Tokens to increase its potency.
- Blood Strike: Spend a Blood Token to increase the damage of a melee attack by 1d6+Tier damage. For every additional Blood Token spent, you can increase the damage by adding another d6, as if you were increasing Proficiency. If you manage to mark more than one Health Slot with this attack, you regain an equal amount of Health Slots, minus 1. Ergo, if you make your target mark two Health Slots, you regain 1 Health Slot.
- Misty Step: Spend 2 Blood Tokens to dissolve into mist and travel up to Far Range without needing an Agility Roll, ignoring obstacles and difficult terrain. For every additional Blood Token spent, you can carry one additional ally with you. Once you reach your destination, you, and any allies you carried with you, drop out of your mist form and return to normal. -
Self-Feed
If you need Blood Tokens but are unable to Feed, you may bleed yourself to immediately gain 2 Blood Tokens, at the cost of marking 1 Health Slot. You can only do this once per Rest.
Class items
- A locket with a picture of your sire or A Vial of a former lover’s blood
Character questions
Background prompts
- Who was your Sire? Why did they take enough of an interest in you to grant you such a gift?
- Are there any victims you’ve drained of blood that you regret? Who were they and why do they still haunt your dreams?
- The life of a Vampire is one of secrecy. What do you do to keep your true nature under wraps?
Connection prompts
- You once caught me feeding on someone and chose not to expose me. Why did you make that choice?
- Many see Vampires as monsters. What is it about me that you think is worth saving?
- Is there anything I could do that would push you over the edge and truly see me as irredeemable?
Subclass cards
Printable via header menu
Nosfa Clan
Foundation
SPELLCAST TRAIT: Strength
Feral Assault: You gain Claws as per the Katari Ancestry Feature.
You gain the Feral Assault Blood Power. When making an attack at Melee range, spend 1 Blood Token to use that same attack roll against an additional target within Melee. You can apply the effects of Blood Strike to both targets at the cost of an additional Blood Token.
Nosfa Clan
Specialization
Apex Predator: You gain the Blood Lunge Blood Power. When targeting an Adversary at Far Range or closer, you can spend 1 Blood Token to immediately close the distance by lunging at them and attacking with a Melee weapon. If you use this ability to make a target mark their last Health Slot, you immediately gain +2 Blood Tokens. You can also apply the effects of Blood Strike to the target at the cost of an additional Blood Token.
Additionally, so long as you have three or more Blood Tokens in reserve, you gain Advantage on all Strength checks that involve breaking things, lifting heavy objects, or holding down other people.
Nosfa Clan
Mastery
True Form: Spend 3 Blood Tokens to immediately assume your True Form. Until the end of the scene, you gain +1 Proficiency, +3 Evasion, and any Adversary who sees you must make a Reaction Roll with a DC of 15. Any who fail this roll are Frightened of you, meaning they cannot take any action that would cause them to move closer to you. While in your True Form, you cannot make any rolls that use Presence, whatsoever. Your True Form lasts until the end of the Scene or until you mark your last Health Slot.
Lesta Clan
Foundation
SPELLCAST TRAIT: Presence
Mesmerizing Eyes: You gain the Enthrall Blood Power. Spend 1 Blood Token to target a living creature in melee range who can see you and share the same language as you and make a Spellcast Roll with a DC of 16. On a Success, the target is Charmed by you, meaning they cannot willingly attack you or impede you. This effect ends if you do anything to directly harm the target or until the end of the scene. For every Tier above you the target is, add +2 to the DC. For every Tier below you, subtract -2 to the DC. You can also spend additional Blood Tokens to decrease the DC by 2 for each Token.
Lesta Clan
Specialization
Eternal Gaze: You gain the Dominate Blood Power. Spend 1 Blood Token to make a target that has been Charmed by you obey a command of your choosing. This command must be said in only a single sentence. You cannot command a target to knowingly harm itself or its allies. Commands that would embarrass or humiliate the target require a Spellcast Roll of 12 to succeed. Failing this roll does not end the Charmed effect, but the Blood Token is still spent regardless.
Additionally, so long as you have three or more Blood Tokens in reserve, you gain Advantage on all Presence checks that involve charming or deceiving other people.
Lesta Clan
Mastery
Create Thrall: As a Rest Action, you can take a willing or Charmed target within Close Range and spend 3 Blood Tokens to make said target your Thrall. Thralls are permanently Charmed by you, obey your commands faithfully, and can be directed to fight alongside you in battle. You can only ever have one Thrall at a time, though you can end the Thrall effect at any time if you want a new Thrall. If you ever directly harm your Thrall, the effect ends. However, you can Feed on your Thrall without ending the effect.
Arch-Vampire
While there are many who are inflicted with the curse of Vampirism, you are one of the select few to have been sired by an Arch-Vampire, giving you abilities far beyond the rest of your undead kin.
Domains
Blade + Dread (v1.5)
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A locket with a picture of your sire or A Vial of a former lover’s blood
Arch-Vampire’s Hope Feature
Blood Infusion : Spend 3 Hope to immediately gain 1d4 Blood Tokens without needing to Feed.
Class Features
Born A Monster
You automatically take the Vampire transformation card at character creation. You also increase the maximum amount of Blood Tokens you can have from 5 to 5+Tier.
Blood Power
You gain the following abilities, called Blood Powers. Each Blood Power requires 1 Blood Token to use. Some Blood Powers allow you to spend additional Tokens to increase its potency. - Blood Strike: Spend a Blood Token to increase the damage of a melee attack by 1d6+Tier damage. For every additional Blood Token spent, you can increase the damage by adding another d6, as if you were increasing Proficiency. If you manage to mark more than one Health Slot with this attack, you regain an equal amount of Health Slots, minus 1. Ergo, if you make your target mark two Health Slots, you regain 1 Health Slot. - Misty Step: Spend 2 Blood Tokens to dissolve into mist and travel up to Far Range without needing an Agility Roll, ignoring obstacles and difficult terrain. For every additional Blood Token spent, you can carry one additional ally with you. Once you reach your destination, you, and any allies you carried with you, drop out of your mist form and return to normal.
Self-Feed
If you need Blood Tokens but are unable to Feed, you may bleed yourself to immediately gain 2 Blood Tokens, at the cost of marking 1 Health Slot. You can only do this once per Rest.
Arch-Vampire Subclasses
Choose either the Nosfa Clan or Lesta Clan subclass.
Nosfa Clan
Unleash the beast inside and revel in your bloodlust
Spellcast Trait
Strength
Foundation Features
Feral Assault: You gain Claws as per the Katari Ancestry Feature.
You gain the Feral Assault Blood Power. When making an attack at Melee range, spend 1 Blood Token to use that same attack roll against an additional target within Melee. You can apply the effects of Blood Strike to both targets at the cost of an additional Blood Token.
Specialization Feature
Apex Predator: You gain the Blood Lunge Blood Power. When targeting an Adversary at Far Range or closer, you can spend 1 Blood Token to immediately close the distance by lunging at them and attacking with a Melee weapon. If you use this ability to make a target mark their last Health Slot, you immediately gain +2 Blood Tokens. You can also apply the effects of Blood Strike to the target at the cost of an additional Blood Token.
Additionally, so long as you have three or more Blood Tokens in reserve, you gain Advantage on all Strength checks that involve breaking things, lifting heavy objects, or holding down other people.
Mastery Feature
True Form: Spend 3 Blood Tokens to immediately assume your True Form. Until the end of the scene, you gain +1 Proficiency, +3 Evasion, and any Adversary who sees you must make a Reaction Roll with a DC of 15. Any who fail this roll are Frightened of you, meaning they cannot take any action that would cause them to move closer to you. While in your True Form, you cannot make any rolls that use Presence, whatsoever. Your True Form lasts until the end of the Scene or until you mark your last Health Slot.
Lesta Clan
Feed from the necks of your victims while they have a smile on their face…
Spellcast Trait
Presence
Foundation Features
Mesmerizing Eyes: You gain the Enthrall Blood Power. Spend 1 Blood Token to target a living creature in melee range who can see you and share the same language as you and make a Spellcast Roll with a DC of 16. On a Success, the target is Charmed by you, meaning they cannot willingly attack you or impede you. This effect ends if you do anything to directly harm the target or until the end of the scene. For every Tier above you the target is, add +2 to the DC. For every Tier below you, subtract -2 to the DC. You can also spend additional Blood Tokens to decrease the DC by 2 for each Token.
Specialization Feature
Eternal Gaze: You gain the Dominate Blood Power. Spend 1 Blood Token to make a target that has been Charmed by you obey a command of your choosing. This command must be said in only a single sentence. You cannot command a target to knowingly harm itself or its allies. Commands that would embarrass or humiliate the target require a Spellcast Roll of 12 to succeed. Failing this roll does not end the Charmed effect, but the Blood Token is still spent regardless.
Additionally, so long as you have three or more Blood Tokens in reserve, you gain Advantage on all Presence checks that involve charming or deceiving other people.
Mastery Feature
Create Thrall: As a Rest Action, you can take a willing or Charmed target within Close Range and spend 3 Blood Tokens to make said target your Thrall. Thralls are permanently Charmed by you, obey your commands faithfully, and can be directed to fight alongside you in battle. You can only ever have one Thrall at a time, though you can end the Thrall effect at any time if you want a new Thrall. If you ever directly harm your Thrall, the effect ends. However, you can Feed on your Thrall without ending the effect.
Background Questions
Answer any of the following, or create your own.
- • Who was your Sire? Why did they take enough of an interest in you to grant you such a gift?
- • Are there any victims you’ve drained of blood that you regret? Who were they and why do they still haunt your dreams?
- • The life of a Vampire is one of secrecy. What do you do to keep your true nature under wraps?
Connections
Ask one of the following, or improvise.
- • You once caught me feeding on someone and chose not to expose me. Why did you make that choice?
- • Many see Vampires as monsters. What is it about me that you think is worth saving?
- • Is there anything I could do that would push you over the edge and truly see me as irredeemable?
Discussion
Be thoughtful and kind.
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