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Vampire Class (early unfinished work)
About This Mod
Currently, most core functions and subclasses are completed up to level 20, and what is not is marked as such. Some things have been changed or discarded if Zoodud and I haven't been able to come up with a good way to translate them into BG3, but suggestions are welcome.
What's Not Done Though
i actually had many of the unrealized blood functions done, some big changes were made to the base class because of some testing, so many of them have been canceled or need reworking. Blood features that are not present are labeled as such and can be seen in the Articles tab. Nowadays, these features of blood and any mistakes in the current are my priority.
In addition to the unrealized functions, the text and descriptions of passive skills and spells need to be improved. Many of these were made in the early stages of fashion, before major changes were made, and may not be accurate. Due to the large number of applications I have reviewed them several times, but undoubtedly missed some. I encourage anyone who plays to tell me if any text is confusing or inaccurate.
The selection of visuals and animations is NOT final and should be checked as everything nears completion. Please give recommendations or feedback on which spells you like and which spells you don't like.
How to play - IMPORTANT
This class plays a little differently than the others, and to avoid confusion, I want to walk through some important points.
The only way to get blood is to bite or feed. Although the bite requires certain conditions, there are blood features that help in this, and do not forget to use your claw-like grip, as you can bite while the enemy is captured. Feed can only be used outside combat.
If you run out of blood and are in battle, you must save DC=11 WIS or wilt for an hour. This will end after the time has passed OR when your character manages to bite someone and get blood. So manage your blood well.
With each long rest you will lose 1 point of blood over time.
In the temporary section of the Quick Access Toolbar you will have the opportunity that will allow you to select the blood function when you have the opportunity to do so. The number of blood features you may have at any time is listed in the table below. You start with one, so choose the right one!
If you want to change your blood traits, then in the camp, before a long rest, you will get a skill in the same temporary hotbar section, which will allow you to remove a choice from one skill by opening a slot. This means that you can only change the blood signature one at a time.
Selecting and modifying features will only work when you can use them. So don't worry if they're not there, and be sure to check after upgrading!
In the sun you will be weaker, so try to fight in the shadows, or use the "sparkling blood" feature to fight it.
In the Blood function selection menu, they are arranged according to group (Congenital Weapon, Werewolf, etc.) and then level. If you are unsure of the requirements or think something is too vague, please let me know.
If you eat someone with whom you have high approval, it will give you a special status effect.
Use spells from Charisma and choose Strength or Dexterity for physical attacks. (The default is Dex, but it will dynamically change to the one above)
Vampire - Blood Features
Sanguinare Vampiris
When you choose this class at 1st level, you are considered an Undead creature for all spells and abilities that act on or detect undead. You don't need to eat or breathe and you don't get old. Under the influence of vampirism, you have the following effects:
Advantages:
You have resistance to necrotic damage.
You get dark vision up to 60 feet away if you don't already have it; if you have DarkVision, its range increases to 120 feet.
All you have to do is sleep through a trance. This trance lasts as long as you want, although you only need to stay in it for 6 hours to get the effect of a long rest. In this state you seem still; however, you are fully aware of your surroundings and can hear and smell as usual. You can leave this trance at any time. (Not implemented)
Your bodily transformation gives you the ability to use two natural unarmed blows: a pair of deadly claws and fangs. You can use force or agility (whichever is higher) to damage modifier while performing this attack. If any feature applies to your unarmed strikes, you can use either the "Claws" or the "Bite" attacks if you meet the requirements for doing so.
Claws
Your claws deal 1d4 + your chosen ability point modifier Slashing damage on hit. When you successfully strike with a claw without a weapon and hit a creature that is no more than one size category larger than you, you can choose to Grab it instead of dealing damage; you will automatically succeed with this grab check.
Bite
A weapon-free strike can only be used to attack a creature that you desire or are enchanted by, chained, chained, or otherwise incapacitated, such as a sleeper. If at least one of the above conditions is met, make the attack roll as normal. When hit, you deal 1d6 + your chosen Penetrating Damage ability score and an additional 1d4 of necrotic damage. Damage from Necrotic increases as the level rises, increasing to 1d6 at 6th level and 2d6 at 11th level.
The maximum health of the target is reduced by an amount equal to the necrotic damage done by this bite; you recover health points equal to this amount and blood depending on the target type (see below). The reduction in strength lasts until the target has finished a long rest. The target dies if this effect reduces its maximum health time to 0.
Small or larger bitten creatures replenish 1 Blood if the target is not a humanoid; humanoids replenish 2 Blood. Constructs, elementals, mucus, undead and plants do not restore blood.
No matter how many attacks you can execute, you can only use the Bite attack once per round.
Weaknesses:
If you receive a critical hit with penetrating damage, you become paralyzed for one turn. As long as you are paralyzed in this way, you have a resistance to all but mental damage.
If you finish your turn in running water, you will take acid damage equal to your level. There's no way to reduce that. (Technically implemented, but running water is never used in the game)
You can only cross the threshold of the house if you are invited by the tenants. (Not implemented)
You find natural bright sunlight painful. Whether under direct sunlight or until the end of your turn after taking radiant damage, you are at a disadvantage in attacks and wisdom (perception) tests. You get a certain level of fatigue for every hour spent in the bright sunlight. This way you will not be able to score more than 4 points of exhaustion. Being in dim light or dark for 2 hours may relieve additional depletion levels beyond 1 obtained this way. (Partially implemented)
Blood
Starting at 1st level, you have a pool of blood that you can donate to fuel your vampire powers. Your vampire level determines the amount of blood you have, as shown in the Blood column of the Vampire Table. You can spend this blood on nourishing various vampire functions.
Select 1 Blood function from the list and for which you meet the requirements. When you are done with a long rest, you can change one selected feature to another that is available to you. It means you're honing your vampire abilities to focus on certain areas. You can spend Blood to use these features as intended. You learn extra blood function at 2nd, 6th, 9th, 13th, 15th and 18th levels. The level condition refers to the level of the vampire, not the level of the character.
At level 10, you receive 1 extra blood while you are feeding; this bonus increases to 2 at level 15. You do not regenerate blood after a short or long rest; you only regenerate blood by feeding or biting.
Rules
Feeding Outside combat you can feed on a willing, enchanted or incapacitated creature that is not a construct, elemental, mucus, undead, or plant. When you feed in this way, the creature takes no damage, but instead receives accumulating debaffes that first have no effect, then the devastated Astarion debaff, and finally every subsequent feeding that causes life to stretch out. You get the same blood as you bite them with your attack.
When you feed a creature, you recover health points as follows: level 1 1d4, level 5 1d6, level 10 1d8, level 15 1d10, level 20 1d12.
At the end of each day, you lose one blood. If you don't have blood and the battle begins, you must make a Wisdom save (DC = 11) or enter a wild rage for 1 hour. While you are in this state, you should try to attack and suck any living creature you can find. When your blood rises above 0, the rage ends.
Title - Subclasses
At 3rd level you select the Title to be awarded. You can choose from several titles that further enhance your vampire powers. This game gives you features at 3rd level and then at 7th, 11th and 17th.
Additional Attack
At 5th level, when you perform an attack action on your turn, you can attack twice instead of one.
Sangvinic claws Starting at 6th level, your unarmed blows, including Bite, are considered magical in order to overcome resistance and immunity to non-magical attacks and damage.
Life Detection
At level 10, you get visibility
Invisibility Unearthly Will
At 13th level your vampire will is stronger than most mortals can comprehend. You gain proficiency in Wisdom saving throws, and you have the advantage of saving throws against fear or charm. In addition, you are immune to effects that turn undead. Additionally, when you consume target blood with spell cells and/or the Innate Spell feature, you gain resistance to the magical damage done by spells from that target (not the magical weapon it wields) and an advantage when using spells that require you to save the target.
Night Coat
On the 14th Evel, you can summon bats to protect and hide you. As a bonus action, you can spend 4 Bloods summoning a swarm of bats from the darkest corners of the night. These bats give you temporary health points equal to twice your level, plus a physique modifier. As long as you have these temporary health points, all attacks are at a disadvantage against you and you get a plus 10 bonus to stealth checks.
Once you use this feature, you won't be able to use it again until you've finished a short or long vacation.Undaunting Shadowalker (Not implemented)
At 18th level, your connection to Shadowfell draws darkness to you.
During your long rest, the area around you for five miles begins to become cloudy, as if you had applied the Weather Control. A deep darkness falls over the ground, and all the outside light is dim, allowing you to walk freely throughout the day without experiencing any exhaustion. If you leave this 5-mile zone, the darkness and clouds will dissipate in 3 hours, and the sunlight will return.
Other Shadowalker effects:
There has been a marked increase in the populations of bats, rats and wolves in the region.
Plants within a 5-mile radius wither, and their stems and branches become curved and spiny. The closer you are to the center of the radius, the more faded the plants become.
Shadows cast within 5 miles seem abnormally worn out and sometimes move as if alive. Shadows become more active closer to the center of a 5-mile radius.
Creeping mist clings to the ground 5 miles from your location. The mist sometimes takes horrible forms, such as clawed claws and wriggling snakes. The fog shifts more frequently as you approach the center within 5 miles.
If you are killed or leave a 5-mile radius, these effects will disappear in 1d4 days.
Instead, you lose your sensibility to sunlight.
Lord
Vampires At 20th level, you gain the ability to knock all your power as a vampire master on your enemies. Your strength, agility and physique are increased by 4, up to a maximum of 20, if not higher.
Once a day as an action you get the following benefits in 1 minute:
You get a flight speed of 60 feet.
You recover 10 Health Points at the start of each turn, provided you have at least 1 Health Point. If you take radiant damage, this feature does not apply until the beginning of your next turn.
Your weapon-free blows (including Bite) deal additional d8 necrotic damage.
As a bonus action on each of your moves, you can choose one creature within 60 feet of you. This creature must successfully perform a Wisdom save or be enchanted by you until this effect is complete. The enchanted creature will treat you as a friend and will do its best not to harm you or your allies.
Zverial - Bloody features
Night creature
At 3rd level, you can spend half your maximum amount of blood (rounded up) to transform into a bat-like creature and gain the following characteristics in 10 minutes for each blood spent on that transformation:
Your AC in creature form is equal to 10 + your agility + your physique modifier. You cannot use a shield.
You gain temporary health points equal to your physique modifier + half your vampire level during transformation.
Your unarmed strikes deal additional 1d6 damage on impact.
You get a speed equal to walking speed.
You have the advantage of checking Wisdom (Perception).
You get 30 feet of blindness.
Any clothing or gear you wear fuses with your creature form; you cannot possess a manufactured weapon while in that form.
You are vulnerable to Thunder damage. If you take damage from thunder, you lose sight on the move. You cannot regenerate or consume blood while stunned or on your turn after taking damage from Thunder.
This transformation ends early if you lose consciousness, die, or become stunned. You can still use this transformation with the Vampire Lord at 20th level.
Nervous transformation
At 7th level, when you transform into a creature form, enemies within 15 feet of you must make a saving throw of wisdom; if the save fails, they will fear you for 1 minute. They can repeat the save at the end of their turn, completing the effect of success. You have the advantage of throwing an attack against any creatures that are scared in this way
Roaring thunder
At 11th level, you receive a natural ranged attack that deals thunder damage equal to your claw attack when you are in creature form. Targets hit by this attack make a Constitution saving throw. If the save fails, the target will be stunned. If saved successfully, they take half of this damage and do not become stunned.
The conversion also increases the size by one size category (for example, from medium to large).
The Great Being
At 17th level your Transformation is indeed a terrifying, almost unstoppable Being. When you transform, you get the following benefits;
Your sight in creature form increases to 60 feet.
Bonus damage from unarmed blows increases to 3d6 damage from Strength.
You have resistance to all damage types except Thunder and Radiant.
During the transformation, any critical blow to you becomes a normal blow.
You have the advantage of saving throws against spells and other magical effects.
The Ghoulish - Blood Features
Paralytic claws
At 3rd level your claws become even more deadly. Damage from Claw Cubes increases to 1d6. This increase continues at 7th (1d8), 11th (1d10) and 17th (2d6) levels. You can spend 2 blood to cover your claws with paralytic poison until the end of the next turn. If you hit a creature with these claws (if the target is a creature other than Construct, Elemental, Slime, Undead, and Plant), it must successfully perform a Constitution save against your DC Blood Feature, or be paralyzed until the end of its next turn.
Feeding Frenzy
At 7th level you can spend 3 Blood to log into Frenzy as a bonus action. During this insanity, you get the following benefits:
You have the advantage of checking and saving throws using your Unarmed Strike (DEX or STR) ability score.
Mad Blows: When you strike your first weapon-free blow in your turn, you may decide to throw caution to the wind by mercilessly biting and scratching. This gives you an advantage when throwing a strike without a weapon during this turn, but attack rolls against you have an advantage until your next turn.
When you have zero creature health points remaining, you can deal an extra unarmed strike to another creature within the attack range of your attack. This could be your Bite attack, ignoring the usual restrictions for your Bite.
Your frenzy lasts 1 minute. It ends early if you lose consciousness or if your turn ends and you have not attacked a hostile creature since your last move and have not taken damage since. You can also end your Rage on your turn as a bonus action.Touch
Graves At 11th level, when you paralyze a creature with your claws, it will paralyze for 1 minute. They can make saving throws at the end of each turn, completing the effect of success.
Lord
Vurdalakov At 17th level you are the Master of Vurdalakov, master of morals and disease. When you attack with your Bite and hit a creature, you can spend 9 Blood to infect the creature with disease, as if you had cast an Infection spell. Target makes a Charisma save against your Blood Save DC. If the save fails, you can choose a disease that infects a creature that cannot be cured except by using the Great Restoration spell. You cannot infect a creature with the disease more than once.
Piercer - Terrible Blood
warrior
Starting at 3rd level, you gain skill in heavy armor, and your maximum hit time is increased by 3. It also increases by 1 every time you get a level in this class. You choose one of the following fighting styles:
Archery: You gain a +2 bonus on attack rolls you make from ranged weapons.
Protection: As long as you wear armor, you gain a +1 bonus to AC.
Duel: When you hold a melee weapon in one hand and don't hold another weapon, you gain a +2 bonus to damage from that weapon.
Excellent Weapon Combat: When you roll 1 or 2 on a damage die for an attack you make with a melee weapon you own with both hands, you can roll the die and must use a new roll, even if you roll 1 or 2. The weapon must have a two-handed or universal property so that you can gain this advantage.
Combat with two weapons: When you engage two weapons, you can add your ability modifier to the damage from the second attack.
Aromatic enemy
Starting at 3rd level, when you bite a living creature, it becomes your fragrant enemy. You can only have one Flavored Enemy at a time. You have resistance to non-magical damage from your Flavored Enemy. This action lasts until you bite a new creature, even if your current Aroma Enemy dies.
Flat Upgrade
At 7th level, when a creature has 0 Health Points remaining, you gain temporary Health Points equal to your Constitution modifier + Mastery bonus. If this creature is your Aromatic Enemy, then these are the normal health points. In addition, you also regenerate 1 blood if you don't have the maximum amount of blood at the moment, even if the target isn't your enemy with specialties.
Decree of death
At 11th level, you instill terror in your enemies and a thirst for blood in your allies. As an action, you can select a number of creatures equal to your Charisma modifier that you can see within 60 feet of you:
Those you designate as enemies make a saving throw of Wisdom against your Blood Save DC; if saved unsuccessfully, they will fear you until the end of your next turn.
Those you designate as allies will have an advantage on the next attack roll until the end of your next turn.
For every creature you choose that targets a Charisma Modifier that exceeds your Charisma Modifier, you can spend 2 more Blood to include in the Decree. Once you use this feature, you won't be able to use it again until you've finished a short or long vacation.Merciless
At level 17, you get a critical hit at 19 or 20. You can spend 1 Blood as a bonus action to increase this score to 18-20 in one minute or until you hit critical 18.
Every time you hit a critical hit, you regenerate blood as if you were using a Bite attack against a target (minimum 2).
Exquisite - Bloody Cantripes
At 3rd level, you know two cantripes of your choice from the Schools of Charm, Illusion or Necromancy. You study additional cantrips of your choice at higher levels, as shown in the Known Cantrips column of the Refinement table.
Known 1st-level and higher spells
You know two 1st-level spells of your choice from Schools of Charm, Illusion, or Necromancy. You get spells at the same speed as the Creepy Knight.
List of spells HERE
Hemorrhagic spell
At 3rd level, you regenerate 1 extra blood when you feed on sleeping, enchanted, or voluntary humanoid targets. This number increases to 2 at 7th level, 3 at 11th level and 4 at 17th level. When you cast Cantrip damage, this spell deals additional spell-type damage equal to your charisma modifier.
Royal bloodline
At 7th level you have 5 more blood. This amount increases to 10 at level 14, for a total of 30 blood at level 20. You get the seductive eye blood feature if you don't already have it. This blood function is not taken into account in calculating the total number of blood functions.
Phantom fangs
At 11th level, if the creature you see in a 30-foot radius does not have maximum health, you can use your Bite attack as a long-range spell attack against that creature. You restore blood and health points as usual. Any blood properties you apply to your normal Bite attack also affect your phantom fangs.
Lazarus' blood
At 17th level, once a day when you have 0 health points, you can bring yourself to life with half your total health points. When you do this, you lose all the remaining blood and cannot restore it until the end of the next turn. Once you use this feature, you will not be able to use it again until you have completed a long vacation.Requirements
:
1. Mod Fixer
2. Improved interface + Resources
3. Script extender Baldur's Gate 3 from Norbyte
4. Framwork for grappling
5. Blindness
6. (Optional) UnlockLevelCurve - Level 13-20 I PATCH 4
Recommendations for a complete visual experience:
1. Transient Guest Are We - Playable Dampier - Patch is coming into fashion, Gives claws, fangs and visual base. You will lose access to all Dampier bonuses and will only retain dark vision and visuals if you play this class with a race.
2. Vampire Bite Scar - Replaces the last scar on the entire face with a vampire bite scar
3. New Eye Colors (and blindness for all eyes) - Includes Astana and Kazador Eye Colors, Get CORE Module and Astralities Glowing Eyes Combination for full effect
4. Glowing Eyes Astrality - Gives the eye a glowing effect. Use mod with the eyes of the Cossador from above.
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