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Vampire class
About This Mod
At present, most of the core functions and functions of the subclasses have been completed up to level 20, while those that are not completed are marked as such. Some things have been changed or canceled if Zoodud and I haven't been able to come up with a good way to translate them to BG3, but suggestions are welcome.
What's Not Done Though
in fact, i've had a lot of unrealized blood functions done, some big changes have been made to the base class because of some tests, so a lot of them have been canceled or need rework. Blood objects that are not listed are marked as such and can be viewed in the Articles tab. Nowadays, these blood characteristics and any mistakes in the current ones are my priority.
In addition to the unrealized functions, the text and descriptions of passive skills and spells need to be improved. Many of them were made in the early fashion, before big changes were made, and may not be accurate. Due to the large number of recordings I have reviewed them several times, but undoubtedly missed some of them. 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 when everything is close to completion. Please give suggestions or feedback on which spells you like and which ones you don't like.
How to play - IMPORTANT
This class plays a little differently than the others, and to avoid confusion, I want to highlight a few important points.
- The only way to get blood is to bite or feed. Although the bite requires certain conditions to be met, there are blood features that help in this, and remember to use a claw grab, as you can bite while the enemy is in grip. 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 duration 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 after time.
- In the temporary section of the Quick Access Toolbar you will have the option that will allow you to select the blood characteristics when you are available. The number of blood features you may have at any given time is listed in the table below. You start with one, so choose well!
- If you want to change the characteristics of your blood, then in the camp, before a long rest, you will get a skill in the same temporary section of the quick access panel, which will allow you to remove the selection from one skill that opens the slot. This means that you can only change the blood signature one at a time.
- Selecting and overriding skills will only appear when you can use them. So don't worry if they're not there, and be sure to check them out after upgrading!
- In the sun you will be weaker, so try to fight in the shadows or get the "Spark Blood" feature to fight it.
- In the blood characteristics selection menu, they are arranged according to group (Congenital weapon, werewolf, etc.) and then according to level. If you are confused about the requirements or feel that something is too vague, please let me know.
- If you eat someone you're highly approved of, it will give you a special status effect.
- Apply Charisma spells and choose Strength or Dexterity for physical attacks. (Default is Dex, but dynamically changes to the one above)
Vampire - Blood FeaturesSanguinare Vampire
When you select this class at 1st level, you are considered an undead creature for all spells and abilities that affect 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 in 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 you normally would. You can get out of this trance at any moment.(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 either Strength or Dexterity (whichever is higher) on the damage modifier while performing this attack. Whenever any feature applies to your unarmed strikes, you can use either claws or a bite attack if you meet the requirements.
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 Grab instead of dealing damage; you automatically pass this Grappun check.
Bite
Your Unarmed Bite can only be used to target a creature you wish to or enchanted, grapple, limit, or otherwise disable, such as sleeping. If at least one of the above conditions is met, make the attack roll as normal. When hit, you deal 1d6 + penetrating points of your chosen ability and additional 1d4 necrotic damage. Damage from necrotic upgrades increases as you gain a level, 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 inflicted by this bite; you recover health points equal to this amount and blood depending on the target type (see below). The decline in health lasts until the goal ends a long rest. A target dies if this effect reduces its maximum health to 0.
Biting creatures small or larger regenerate 1 blood if the target is not a humanoid; humanoids regenerate 2 blood. Constructs, Elementals, Liquids, Undead, and Plants do not regenerate Blood.
No matter how many attacks you can execute, you can only use the Bite attack once per round.
Weaknesses:
- If you take critical penetrating damage, you are 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 area is never used in the game)You can only cross the threshold of the house at the invitation of the resident.(Not implemented)- Natural bright sunlight hurts you. Whether under direct sunlight or until the end of your turn after taking radiant damage, you have a disadvantage when attacking and checking wisdom (perception).
You get a level of exhaustion for every hour spent in 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 eliminate an additional level of depletion greater than 1 thus obtained.(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 to fuel various vampire functions.
Select 1 of the following blood objects for which you meet the requirements. When you are done with a long vacation, you can change one of your chosen features 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 functions as intended. You study additional blood features at 2nd, 6th, 9th, 13th, 15th and 18th levels. The level prerequisite refers to the level of the vampire, not the level of the character.
At 10th level, you receive 1 extra Blood while you feed; this bonus increases to 2 at 15th level. You do not regenerate Blood after a short or long rest, you are only Eating or using a Bite Attack.
Rules
Feeding Outside combat you can feed on a voluntary, 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 a summing debaffe, starting without effect, then a debaffe, Astarion's Exhaustion, and finally every subsequent feeding that causes the exhaustion of life. You restore the same blood as if you had bitten them with your attack.
When you feed on a creature, you recover your health points as follows: lvl1 1d4, lvl5 1d6, lvl10 1d8, lvl15 1d10, lvl20 1d12.
At the end of each day, you lose one Blood. If you have zero Blood and the fight begins, you must do the preservation of Wisdom (DC = 11) or enter the wild rage for 1 hour. While you are in this state, you must try to attack and deplete any living being you can find. When your blood rises above 0, the rage ends.
Title - Subclasses
At 3rd level, you choose the title you want to claim. You can choose between several different titles that will further enhance your vampire abilities. This game provides you with features at 3rd level and then 7th, 11th and 17th levels.
Extraattack
At 5th level, when you make an attack on your turn, you can attack twice, not once.
Sanguine 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 visible invisibility
Unearthly will
At 13th level your vampire will is stronger than most mortals can understand. You gain proficiency in Wisdom saves, and you have an advantage in saving throws over Scarecrow or Enchantment. In addition, you are immune to the effects that make you undead. Additionally, when you consume target blood with spell cells and/or the Innate Spells feature, you gain tolerance to magical damage done by spells from that target (rather than the magical weapon it wields) and an advantage over spells requiring you to save the target.
Night Coat
On 14 lEwel, you can call bats to protect and hide you. As a bonus action, you can spend 4 blood to summon a swarm of bats from the darkest corners of the night. These bats give you temporary health points equal to twice your level plus your physique modifier. As long as you have these temporary health points, all attacks have a drawback against you and you get a plus 10 bonus to stealth checks.
Once you use this feature, you will not be able to use it again until you have completed a short or long vacation.Undaunting Sharedoff (Not implemented)
At 18th level, your association with Shadowfell draws darkness to you.
During a long rest, the area around you for five miles begins to turn cloudy, as if you were using Control Weather. The deep darkness envelops the earth, and all the outside light is dim, allowing you to walk freely throughout the day without experiencing fatigue. 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 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.A creeping mist clings to the ground within 5 miles of 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 of a 5-mile radius.
If you get killed or go beyond the 5-mile radius, these effects will end in 1d4 days.
Instead, you lose your sensibility to sunlight.
Overlord
vampires At 20th level, you gain the ability to knock all your vampire master power down 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 for 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 damage from the Light, this feature does not apply until the beginning of your next turn.
- Your weapon-free blows (including the bite) deal additional necrotic damage to d8.
- 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 the effect is complete. The enchanted creature will treat you as a friend and will do its best not to harm you or your allies.
Zverodial - Traits
Blood Thing of the Night
At 3rd level, you can spend half of your maximum amount of Blood (rounded up) to transform into a bat-like creature and gain the following features within 10 minutes for each blood spent on this transformation:
- Your AC in creature form is equal to 10 + Your Dexterity + Your Constitution modifier. You cannot use a shield.
- When you transform, you gain temporary health points equal to your physique modifier + half your vampire level.
- Your unarmed strikes deal additional 1d6 damage on impact.
- You get a speed equal to walking speed.
- You have the advantage in Wisdom checks (Perception).
- You get 30 feet of blindness.
- Any clothing or gear you wear fuses with your creature form; in this form, you cannot possess an artificial weapon.
- You are vulnerable to Thunder damage. If you take damage from thunder, you lose blindness on the move. You cannot repair or spend blood if you are stunned or in turn after being damaged by thunder.
This transformation ends sooner if you faint, die, or are stunned. You can still use this Transformation with the Vampire Master at 20th level.
Nervous transformation
At 7th level, when you transform into a creature form, enemies within 15 feet of you must make a wisdom save; if the save fails, they scare you for 1 minute. They can repeat the save at the end of their turn, completing the effect of success. You have an advantage in attack rolls 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 Claw Attack damage when you are in a creature form. The targets you hit with this attack are saving the Constitution. If the save fails, the goal is stuffed. If a save succeeds, they take half of that damage and are not stunned.
The conversion also increases the size by one dimension category (for example, medium to large).
The Great Being
At 17th level your Transfiguration is truly terrifying, almost unstoppable Being. Transformation offers the following benefits:
- Your creature-like blindness increases to 60 feet.
- Bonus damage from unarmed blows increases to 3d6 power damage.
- You have resistance to all types of damage except Thunder and Radiance.
- 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.
Oscinator - Features
blood Paralytic claws
At 3rd level, your claws become even deadlier. Your claws increase damage with dice to 1d6. This growth 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 your 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 execute a Constitution save against your DC Blood Function or be paralyzed until the end of its next turn.
Rabies
Feeding At 7th level, you can spend 3 blood to enter Rabies as a bonus action. During this Madness you gain the following benefits:
- You have the advantage of using your Unarmed Strike (DEX or STR) skill score.
- Ferocious Blows: When you strike your first weapon-free blow in your turn, you can throw caution away by mercilessly biting and scratching. This gives you the advantage of throwing no-weapon shots during this turn, but attack rolls against you have the advantage until the next turn.
- When you drop a creature to zero health points, you can deal an additional weapon-free blow to another creature within your attack range. This could be your Bite attack, ignoring the usual Bite restrictions.
Your frenzy lasts 1 minute. It ends prematurely if you faint or if your turn is over and you have not attacked a hostile creature since your last turn and have not taken damage since. You can also end your Rage in your turn as a bonus action.Gravetouch
At 11th level, when you paralyze a creature with your claws, it paralyzes for 1 minute. They can make saving throws at the end of each of their moves, ceasing the effect on success.
Lord of the Vurdalaks At 17th level you are Lord-Hull, Lord 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 Charisma save against your Blood Save DC. If you fail to save, you can choose a disease that infects a creature that cannot be cured of the disease, except by a Grand Restoration spell. You cannot infect a creature with Disease more than once.
Tepes - Traits
Blood Horrible Warrior
Starting at 3rd level, you gain the heavy armor skill and your maximum hit is increased by 3. It also increases by 1 every time you raise in this class. You can choose one of the following combat styles:
- Archery: You gain a +2 bonus on attack rolls you make with ranged weapons.
- Protection: As long as you wear armor, you gain a +1 bonus to AC.
- Duels: When you hold a melee weapon in one hand and have no other weapon, you gain a +2 bonus to damage from that weapon.
- Great combat with weapons: When you roll 1 or 2 on a dice for an attack that you make with a melee weapon that you own with both hands, you can roll the dice and must use a new roll, even if the new roll is 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 an ability modifier to damage from a second attack.
Flavored enemy
Starting at 3rd level, when you bite a living creature, it becomes your scented enemy. You can only have one flavored enemy at a time. You have resistance to non-magical damage from your scented enemy. This lasts until you bite a new creature, even if your current fragrant enemy dies.
Flat Upgrade
At 7th level, when you reset a creature to 0 Health Points, you gain temporary Health Points equal to your Constitution modifier + your Mastery bonus. If this creature is your Aromatic Enemy, then these are the normal health points. In addition, you will also regenerate 1 blood if you are below the maximum level at the moment, even if the target is not your tasteful enemy.
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 see within 60 feet of you:
- Those you designate as enemies make a Wisdom save against your Blood Save DC; if the save fails, they fear you until the end of your next turn.
- Those you have designated as allies will have an advantage on the next attack roll until the end of your next turn.
For each creature you select as a target that exceeds your charisma modifier, you may spend an additional 2 blood to be included 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 it to 18-20 for 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).
Refined - Features
Cantripa Blood
At 3rd level, you know two cantrips 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 Refined table.
Known 1st-level and higher spells you
You know two 1st-level spells of your choice from Schools of Enchantment, Illusion, or Necromancy. You get spells at the same speed as the Creepy Knight.
List of spells HERE
Hemorrhagic spell
At 3rd level, you receive 1 blood when you feed on sleeping, enchanted, or wanting humanoid targets. This value increases to 2 at level 7, 3 at level 11, and 4 at level 17. When you cast a Damaging Cantrip, the spell deals additional spell-like damage equal to your Charisma modifier.
Royal bloodline
At 7th level, you have an extra 5 units of blood. At level 14, this number increases to 10, and at level 20, to 30. You get the Seductive Blood feature if you don't already have it. This sign of blood is not taken into account in the total number of blood characteristics.
Phantom fangs
At 11th level, if the creature you see within 30 feet has not reached its maximum hit points, you can make a Bite attack as a ranged spell attack against that creature. You restore blood and health points as usual. Any blood features you apply to a normal Bite attack also affect your phantom fangs.
Lazarus' blood
At level 17 once a day, when you drop to 0 health points, you can revive yourself with half your total health points. When you do this, you will lose all remaining blood and will not be able to restore it until the end of the next turn. Once you use this feature, you won't be able to use it again until you've finished your long vacation.
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