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Lunar Knights
Developer(s)Kojima Productions
Publisher(s)Konami
Director(s)Ikuya Nakamura
Producer(s)Hideo Kojima
Kensuke Yoshitomi
Writer(s)Ikuya Nakamura
Ryosaku Ueno
Platform(s)Nintendo DS
Release
  • JP: 22 November 2006
  • NA: 6 February 2007
  • EU: 30 March 2007
  • AU: 13 April 2007
Genre(s)Action role-playing
Mode(s)Single-player, multiplayer

Lunar Knights, known in Japan as Bokura no Taiyō: Django & Sabata (ボクらの太陽 Django & Sabata, 'Our Sun: Django & Sabata') and abbreviated Boktai DS, is an action role-playingvideo game, the fourth title in the Boktai series of video games developed by Kojima Productions and announced at E3 2006.

The game was revamped to remove the necessity of using the real-life solar sensor due to player troubles; however, it still retains the functionality if any of the Game Boy AdvanceBoktai cartridges are inserted.

As some gameplay features are exclusive to Japan, the original names of the characters are used in such instances.

Gameplay[edit]

Lunar Knights revolves around two characters: Lucian and Aaron. Lucian is a vampire hunter, wielding various dark melee weapons. He is also imbued with the power of darkness, and can change into a vampire after he builds up a Trance (shortened to TRC in-game) meter by fusing with his Terrennial, Nero, which allows him to absorb life out of his foes. Aaron is an apprentice sharpshooter, and uses a variety of Solar Guns to deal damage to his undead foes. Unlike Lucian, Aaron has light powers, and can temporarily become an avatar of the sun when needed by fusing with his Terrennial, Toasty. The player increases the two characters' levels by killing enemies, and their weapons may be upgraded with various parts, allowing more abilities to be used with that weapon.

The ultimate goal in Lunar Knights is to destroy a number of boss vampire enemies, in which the basic mission is to defeat each of them in their respective dungeons, either by exploiting their elemental weakness or using Trance. Once this is accomplished, the boss is launched into space using the Casket Rocket, Laplace; the player then enters a minigame consisting of three parts. The Casket Rocket is controlled from a third-person perspective with the stylus. By moving the stylus, Laplace moves, and tapping the screen causes it to fire lasers. After these three segments have ended, there is a short video segment in which the defeated boss is purified with the intense solar radiation in the stratosphere, made possible by the Interstellar Satellite Sunflower.

As more bosses are defeated, the player is able to gain access to different elements through terrennials. There are four different terrennials available besides Nero (Dark) and Toasty (Sol): Ursula (Flame), Tove (Earth), Alexander (Cloud), and Ezra (Frost). With each acquired terrennial comes a different climate for the player to manipulate. This can be done by going to Sheridan's Mansion and selecting 'Change Climate' to change the default weather. Certain parts of dungeons, which often hold new items and weapons, are inaccessible unless the player changes the weather. Special high-priced items are dropped by enemies or objects under certain climate conditions.

The game relies on an in-game weather control system, known as the paraSOL. It has a thermometer, and measures humidity and wind speed. The weather is generated from the game itself, not from the local outside environment. There are five types of weather: balmy subtropical, tropical rainforest, humid continental, arid desert and frigid arctic.

The Trance meter is built up as the player lands blows on their enemies. When it is full, the player can use the powers of one of their Terrennials to launch into an extra powerful attack that affects multiple enemies. The transformations mentioned above are two of these attacks, but some are more magical in orientation, and often revolve around interaction with the touch screen.

Burst attacks are Trance moves performed by terrennials other than Toasty and Nero. When a Burst attack is used, the weather will change accordingly. Terrennials are the physical manefestiations of the elements that accompany the characters, with fire, ice, wind, and earth represented. In addition, the sun has a terrennial as does darkness. Furthermore, there is a null-elemental Terrenial only available in the Japanese version - War Rock, whose details are described below in the Crossover section. When these terrennials are equipped, the player can use TRC powers, and they will add their elemental attacks to weapon strikes, at the cost of some energy. Each element is directly vulnerable to its polar opposite, and resistant to itself. For example, if the player strikes an ice-aligned monster with fire equipped, extra damage will be dealt, but if ice is equipped, less than normal damage will be dealt.

W-Gate slot[edit]

The player is able to use the Game Boy AdvanceBoktai games' sun sensor to play Lunar Knights like the original Boktai games. This option gives the player more of an advantage: slotting a GBA game into the DS' W-Gate allows the player to use extra sunlight by adding the detected sun strength to the amount produced by the in-game weather system (the extra sunlight appear as green blocks in the game's sensor bar) for a certain amount of time. It also enables the player to play in sunlight regardless of the in-game world's weather.

Depending on which game is introduced into the W-Gate, the Solar Sensor will cause different effects in Lunar Knights:

  • Solar Sensor Version 1: By inserting Boktai: The Sun Is in Your Hand in the GBA Slot, the standby character will fill his ENE (Energy),
  • Solar Sensor Version 2: By inserting Boktai 2: Solar Boy Django in the GBA Slot, the standby character will fill his LIFE,
  • Solar Sensor Version 3: By inserting Shin Bokura no Taiyō: Gyakushū no Sabata in the GBA Slot, the standby character will fill his TRC (Trance) meter.

Regardless of the game inserted, the Solar Station will also be charged depending on how much sunlight hits the sensor.

Blowing into the Nintendo DS's microphone will cause the character to whistle, drawing attention to enemies. This serves to replace the wall tapping of earlier games in the Boktai series. Whistling also has the function of using a terrennial's special technique, which can only be used when the terrennial is glowing; this happens during affiliated climate or time of day.

Setting[edit]

Lunar Knights producer Kensuke Yoshitomi confirmed in a 1UP interview[citation needed] that although it takes place in the same world as Boktai, but at a different time period with fresh characters, it is still not a direct sequel to Boktai. He stated that the many versions of Princess Zelda and Link throughout The Legend of Zelda series are a good representation of this.[1]

Plot[edit]

The game begins with two men talking about the nearby vampire's ability to control flame. Lucian, the Lunar Knight overhears them, and sets out to obtain the whereabouts of the Duke, the leader of the Dark Tribe vampires. Later in the level, Lucian encounters Bea, a solar gunslinger attempting to free the prisoners of the mansion. She is trying to find a way past some boxes without notifying guards. Lucian sniggers and then smashes the boxes with his sword, with the line; If someone gets in our way, we take them down. Lucian realizes the strength of the vampire, and must upgrade his weapon by taking it to Professor Sheridan. After a confusing moment with the Professor's maid, Lucian barges his way in.

Returning to the Mansion, Lucian refuses to help Bea free the prisoners, claiming they would not even try to fight back against enemies. When Lucian arrives at the end of the level, there is a cutscene where Lucian blocks a bolt from the vampire meant for Bea. After defeating and purifying the vampire, he obtains the power of the flame terrenial Ursula. He also discovers that to reach the Duke, he must collect the other three main terrenials.

Chapter Two begins with Aaron, the Solar Knight training in an underground room. He complains that he cannot fire his solar gun no matter how hard he tries. The guild is shortly attacked and Aaron is told to warn the other members. When he escapes, Aaron sees a girl on an opposite rooftop being chased by undead. There is a short cutscene where Aaron fire his gun and destroys the undead. Aaron obtains the power of Toasty, the Solar Terrenial. Later on, two vampires known as the Poes attack Aaron, however Ernest; the Leader of the Guild, and Kay; his apprentice distract them and Aaron must gather the last of the members. Aaron fights the Goat Chimera and Bea appears to assist Ernest and Kay.

In Chapter Three, Aaron is worried about Ernest and Kay. Bea reappears and tells them the vampires are hiding in the sewer where the player cannot recharge energy. Bea calls Lucian, and while Lucian refuses to let Aaron come along, Bea ignores him. When they arrive at the end, The Poes reveal that they have packed the gunslingers on a train for the vampire tower. After defeating and purifying the Poes, Lucian and Aaron obtain Alexander and Tove, terrenials of Wind and Earth. They must now infiltrate the train station. There is a split in text at this point that if the player sneaks in without detection, text will warn you that two inmates have escaped from their cells, whereas if the player was spotted text will warn that intruders have been spotted. Arriving near the end, Kay reveals that Ernest distracted the guards. Lucian finds the Duke and attacks him, but he teleports away. The player boards the train and begins to make their way across the train. On the way across, a pink orb flies by the player, and a conversation with the mystery immortal known as Polidori begins with Stoker. The player defeats and purifies the vampire known as Baron Stoker. With all 4 Terrenials, Chapter 4 will start.

Lucian and Aaron fight their way into the city, and eventually reach the Dark Castle. Before entering, Polidori appears to them, explaining he is an emissary from space on behalf of the immortals. Lucian and Aaron travel through the castle, and discover that the enemy pilot they encounter in space during purification levels is Perrault, Nero's other half. After several levels, in which the terennials question their goals, and wonder if their battle is right. However, they eventually decide the humans are smart enough to save their world, the duo find themselves in the throne room. After defeating the Duke, Polidori absorbs him, informing the duo that the ParaSol was really the Planet Eater, a planet destroying weapon.

In Chapter Five, Lucian and Aaron make their way through the Planet Eater up to Polidori. After beating him, Polidori flees into space, where in a 4-Part battle, he is destroyed. Perrault rescues Lucian and Aaron and the credits roll.There is a bonus level named Vamberry which is a 100 floor tower with a teleporter so you can leave for items and health available. At the end of it, Lucian and Aaron defeat the resurrected Polidori. During the levels, the two discover that Dumas has also been remade by Perrault. Polidori's aims are questioned by Lucian, who accuses him of being only a copy of the real Polidori. He states that he understands the aims of the real immortal. The Knights defeat Polidori, and Dumas appears to tell them that the Immortals will arrive to stop the renegade Earth. He tells them that Humans and Vampires may have to become allies. Dumas leaves, and Lucian declares he will never work with Vampires, even against the immortals. The scene ends with Aaron unsure Lucian will hold to that promise.

Regional differences[edit]

Boktai DS, the Japanese version of Lunar Knights, continued the crossover-promotion the series had with Capcom's Mega Man franchise since Boktai 2. Django and Sabata fight Ox Fire, one of the enemy FM-ians from the original Mega Man Star Force, as a hidden boss. If they are successful in defeating him, War Rock can assist them as a seventh terrennial. Players can also obtain exclusive items by transferring game data from Mega Man Star Force into Boktai DS.[citation needed]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic82/100[2]
Review scores
PublicationScore
Edge7/10[3]
EGM8/10[4]
Eurogamer7/10[5]
Famitsu32/40[6]
Game Informer8/10[7]
GamePro[8]
GameRevolutionB+[9]
GameSpot8.4/10[10]
GameSpy[11]
GameZone8.4/10[12]
IGN8.2/10[13]
Nintendo Power8/10[14]
411Mania6.5/10[15]
Anime News NetworkC+[16]

The game received 'favorable' reviews according to the review aggregation website Metacritic.[2] In Japan, Famitsu gave it a score of one nine, one eight, one seven, and one eight for a total of 32 out of 40.[6]

References[edit]

  1. ^Parish, Jeremy (23 September 2006). 'Lunar Knights (Preview)'. 1UP.com. Archived from the original on 27 May 2016. Retrieved 24 June 2016.
  2. ^ ab'Lunar Knights for DS Reviews'. Metacritic. Retrieved 24 June 2016.
  3. ^Edge staff (April 2007). 'Lunar Knights'. Edge (174): 86.
  4. ^EGM staff (March 2007). 'Lunar Knights'. Electronic Gaming Monthly (213): 94.
  5. ^Lyon, James (9 April 2007). 'Lunar Knights'. Eurogamer. Retrieved 25 June 2016.
  6. ^ ab'Famitsu Scores'. NeoGAF. 15 November 2006. Retrieved 24 June 2016.
  7. ^Biessener, Adam (April 2007). 'Lunar Knights'. Game Informer (168). Archived from the original on 17 December 2007. Retrieved 24 June 2016.
  8. ^Hamster 4 Sale (6 February 2007). 'Review: Lunar Knights'. GamePro. Archived from the original on 4 February 2008. Retrieved 25 June 2016.
  9. ^Parker, Tom (2 April 2007). 'Lunar Knights Review'. Game Revolution. Retrieved 25 June 2016.
  10. ^Davis, Ryan (14 February 2007). 'Lunar Knights Review'. GameSpot. Retrieved 24 June 2016.
  11. ^Joynt, Patrick (12 February 2007). 'GameSpy: Lunar Knights'. GameSpy. Retrieved 25 June 2016.
  12. ^Knutson, Michael (19 February 2007). 'Lunar Knights - NDS - Review'. GameZone. Archived from the original on 16 December 2008. Retrieved 25 June 2016.
  13. ^Harris, Craig (7 February 2007). 'Lunar Knights Review'. IGN. Retrieved 24 June 2016.
  14. ^'Lunar Knights'. Nintendo Power. 213: 89. March 2007.
  15. ^Tang, Mokaroth (16 March 2007). 'Lunar Knights (DS) Review'. 411Mania. Archived from the original on 15 May 2007. Retrieved 24 June 2016.
  16. ^Yoon, Andrew (25 June 2007). 'Lunar Knights'. Anime News Network. Retrieved 24 June 2016.

External links[edit]

  • Lunar Knights at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Lunar_Knights&oldid=993673853'

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  • 1Vampyre Knight
    • 1.3Class Features
  • 2Ancient Blood Order
    • 2.2Order of Death

Vampyre Knight

A being has lived in solitude for as long as he can remember not knowing what to do he tries to be an adventurer on his travels he discovers he is a descendant of a long and ancient race of vampyre who also where knights of the Blood Order dangerous and deceptive they live close to mortal races and are not very far away when a war has started.

Blood Magic

The Vampyre's of old knew an ancient form of magic but was lost when they where killed studying their ancient tombs and tomes you have learned the basics of blood magic and with a strong bloodline you know how to turn your blood vampiric even more without needing to die first and lose all the disadvantages that other Vampyre's have.

Creating a Vampyre Knight

I am chosen by my ancestors to bring immortality to my kind I must not fail. Credit to jimhatama at Deviantart


Slot
Quick Build

You can make a Vampyre Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma last Constitution should be your next highest. Second, choose the Exiled Ruler background.

Class Features

As a Vampyre Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vampyre Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vampyre Knight level after 1st

Proficiencies

Armor: Light,Medium and Heavy Armor and shields
Weapons: All melee weapons
Tools: None
Saving Throws:Strength , Constitution
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) short sword or (b) whip or (c) explores pack
  • (a) long sword or (b) a dagger or (c) adventures pack
  • (a) any sword or (b) a simple wepon or (c) leather armor
  • If you are using starting wealth, you have 4d4 in funds.

Table: The Vampyre Knight

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Immortality,Blood Sense
2nd+2Blood Magic,Spellcasting,Fighting Style2
3rd+2Ancient Blood, Blood Order3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Vampric Aura42
7th+3Blood Order feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Blood Aura432
11th+4Vampyre Blade433
12th+4Ability Score Improvement433
13th+54331
14th+5Vampirism4331
15th+5Blood Order Feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura Improvements43331
19th+6Ability Score Improvement43332
20th+6Blood Order Feature43332

Immortality

Starting at 1st level,You gain immortality you stop ageing and can not be magically aged and your body does not decay,you are also immune to non magical disease.

Blood Sense

Your Vampyre nature allows you to see what others cannot. You know the location and alignment of all living creatures within 50ft of you,you also have Darkvision of 60ft if you already have it it's 120ft and your Blood Sense gets increased to 100ft.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the the second attack.

Dueling stance

You can use your bonus action to gain advantage to your attack rolls for this turn.

Spellcasting

At 2nd level, the ancestors of old grant you the means to cast ancient spells like they did so long ago.

Preparing and Casting Spells

The Vampyre Knight table shows how many spell slots you have to cast your spells. To cast one of your Vampyre Knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Vampyre Knight spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of Sorcerer spells equal to your Charisma modifier + half your Vampyre Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vampyer Knight spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Vampyre Knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

Your Blood is your spellcasting focus because it is ancient and a gift from your ancestors.

Blood Magic

It is hard to understand it's nature and harder to control but it is powerful nonetheless. At 2nd level 10% of your body is always covered in blood. Whenever you cast a spell you roll percentile die if it lands on your Blood Magic Percentage or lower you consult the table and use it's effects. Each time you get an ability score improvement you roll 1d10 + half if your Charisma modifier (minimum 1) and add that to your Blood Magic Percentage.

D100Result
1-5You must roll on this table at the start of each of your turns for the next minute.
6-10You turn invisible for 1d4 hours this ends if you attack or cast a spell.
11-15If your spell deals damage it deals necrotic,if your spell does not deal damage a random creature takes 2d10 necrotic damage.
16-20You become deaf for the next hour.
21-25You cast fireball 10ft in front of you at the lowest level.
26-30You choose one creature to become blind for 24 hours.
31-35You go in to a deep trance for 8 hours and can't be awoken.
36-40A Troll is summoned in front of you it is controlled by the DM but vanishes after one minute.
41-45You turn into a Giant Bat for 1d4 days.
46-50Every creature within 30ft radius takes 4d10 lighting damage.
51-55You have your lowest ability score switch with your highest ability score for one hour.
56-60Every creature becomes blinded until the start of your turn.
61-65You teleport to a random space 30 ft in front of you.
66-70You learn another language for 12 hours.
71-75You become a puddle of blood until the start of your next turn.
76-801 target creature recives one level of exhaustion.
81-85Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
86-90You summon a unicorn under the Dm control but vanishes after one minute.
91-95You gain a magical flying speed of 20ft for 1 hour.
96-100You shoot blood out of your entire body,creatures in a 20ft sphere centered on you must make a constitution saving throw or take 10d10 necrotic damage or half on a success.

Ancient Blood

At 3rd level your blood becomes like the ancient ones. Your hit point maximum can't be reduced and you have advantage on death saving throws.

Blood Order

The time has come for you to choose how you will serve your ancestors. Your choice of the blood order grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vampiric Aura

You learn to use the ancient art of draining a creatures blood using magic. At 6th level you gain an aura of 10 feet hostile creatures in that aura take 1d10 necrotic damage at the start of your turn and you heal half that amount. At 18th level the damage becomes 3d10 and the aura increases to 30 feet.

Blood Aura

Your blood magic can stretch out to your allies protecting them and you. At 10th level you gain a 10 feet aura friendly creatures within the aura gain 5 hit points while they are conscious at the start of their turns and their hit point maximum cannot be reduced. At 18th level they heal 10 hit points and the aura increases to 30 feet.

Vampyre Blade

The Vampyre's of old know that you need to add more power to your strikes. At 11th level you can attune to one of your weapons the attunement time is 1 hour,after you attune to a weapon it becomes magical and it deals an extra 1d8 necrotic damage to all creatures and 1d10 necrotic damage to celestial creatures,a creature that is slain by this weapon rises as a zombie at dusk.

Vamprism

At 14th level you can turn anyone into a Vampire Spawn you must first grapple the creature and they must succeed a constitution saving throw or take 5d10 necrotic damage or half as much on a success if the creature dies by this effect it turn into a Vampire Spawn. It has hit points equal to half of yours and knows one 3rd level spell from spells that it can cast once per day. It listen to your mental commands and has it's own initiative you can only have 2 Vampire Spawn under your control.

Ancient Blood Order

Vampyre's of old knew that the day of their demise was rearing so to ensure the survival of their knowledge and magic they took a more noble approach so they created different Blood Orders so their next in line kin will have their power and so much more.Each Blood Order has Tenants with the Knight must follow to the letter or risk becoming the Blood Breaker. Each Blood Order is different with Tenants providing more rules and some are more lenient. The 3 Blood Orders are Order of ChaosOrder of Death and the Order of Ancients

Order of Chaos

The Order of Chaos is one chosen by few because Paladins and holy Clerics seek to cleanse them of their ways but when you fully embrace your bloodline EVERYTHING holy will fear your power.

Tenets Of Chaos

  • Loyalty

You will never betray a fellow Vampyre Knight or ally under any circumstance.

  • Respect

You will obey and respect your vampyre elders no matter the cost.

  • Destruction

Chaos follows you wherever you may go for destruction is your way.

  • Pride

Giving up in battle is a far worse punishment than death.

Order of Chaos Spells
Vampyre Knight LevelSpells
3rdmagechain, chaos orb
5thchaos blades, raise mount
9thfear, slow
13thphantasmal killer, dominate beast
17thchaos storm, dominate person
Controlled Chaos

At 3rd level you have more control over the chaos you bring into the world when you roll on the blood magic table you can instead choose one effect to happen instead once you to use this feature you must take a long rest before using it again

Chaos of Old

At 7th level the Ancients show you their past ways and how they brought the chaos in their time. you can now choose to roll when your blood magic table when you make an attack, you can do this another of times equal to your Charisma modifier (minimum 1), after which you need to complete a short or long rest.

Unleashed Chaos

Chaos and destruction run through your heart and your bloodline will carry on as one to be truly feared. At 15th level each time you attack a creature and deal damage another creature or object you choose takes the same damage. Objects,structures and constructs take triple the damage.

Embodiment Of Chaos

At 20th level you reach the the highest level of Chaos as a bonus action you unleash all of your Blood Magic. For the next minute at the start of each of your turns and at the end of another creatures turn you roll from the Blood Magic table and regardless of what it lands on you choose 1 creature to take 5d10 necrotic damage. Once you use this feature you have to take a long rest before using it again.

Order of Death

The Order Of Death is feared by mortals for they bring the very essence of Death to the battle field,mortals will crawl to you begging you to spare them because everything and everyone fears Death.

Tenants Of Death
  • Everlasting

Death is everlasting nothing must be brought back to life if it does it's your job to stop it. Unless the ancients allow it.

  • Clergy

It is your enemy the priests raised the dead you must stop them.

  • Balance

You are the equalizer of Life and Death,that means you must keep the balance.

  • Darkness Eternal

The shroud of darkness is within you can never deny what you are.

Order of Death Spells
Vampyre Knight LevelSpells
3rdblack snow, net of shadows
5thspectral hammer, withering ray
9thcrushing despair, slashing darkness
13thphantasmal killer, dominate beast
17thchaos storm, dominate person
Deaths Solace

At 3rd level you become used to deaths door and have advantage on death saving throws.

Death Domain

At 7th level your becomes in tune with death and it's dark energy whenever you attack a creature you can have make a Constitution saving throw on a fail their hit point maximum is reduced by 3d10 if a creature dies like this they become a Wight under your control.The Wight is a servant of death much like your self,you can only have one Wight under your control.Once you use this feature you can't use it again until you complete a long rest.

Vampiric Decay

You have learned a new way of killing your prey. At 15th level you can use your action to target one creature within 15 feet around you,have it make a constitution saving throw on a fail their constitution score is reduced by 1d6 they repeat the save at the start of their turn ending it on a success but if they fail reduce the constitution score by another 1d6 the creature dies if the score reaches 0, and you gain half of the remaining hit points of the target creature.You can use this feature a number of times equal to your Charisma modifier regaining all uses on a long rest.

Death Incarnate

You have reached the limits of your power vampyre ancestry. At 20th level as a bonus action you gain these abilities for ten minutes.

Vampire Knight Egt Slot Games

  • You have a 30 feet aura any hostile creature in the aura has Disadvantage in Constitution saves and checks.
  • You gain hit points equal to the amount of hit points you dealt last turn.
  • When a creature dies do to Deaths Bane instead of receiving hit points you receive 1 additional use.
  • You have advantage Constitution and strength saves and checks.

After you use this feature you can't use it again until you finish a long rest.

Order of Ancients

This Order are to those who are direct descendants to the ancestors, in doing so the risk as well as the reward are great those who follow this order become one of the few who can summon the dead as well bring the Ancients fury into battle.

Tenants of Ancients
  • Anceint Knowledge

Never to turn down the chance to recover forgotten knowledge even at the cost of your life.

  • Honor the Dead

The dead sacrifice their body to serve you in your cause do not disrespect the dead

  • Deciveing

Let your tongue often be like silver but not to other knights.

  • Life & Death

Sacrificing your life for other knights is the best honor even in death.

Order of Ancients Spells
Vampyre Knight LevelSpells
3rdanimate shadow, hand of the undead
5thcrimson skin, withering ray
9thanimal resurrection, conjure wraith
13thblack arrow, blood rain
17thenlighten undead, grip of death
Black Energy

At 3rd level you learn to draw some power from the ancestors themselves as an action you gain all the spell slots of one Spellcasting level doing so half’s you’re hit points once you use this feature you must finish a long rest before using it again.

Skeletal

The most loyal and powerful minion is at hand, the skeletons summoned by liches are weak compared to the ancients this minion is built for combat.

At 7th level as an action you summon a skeleton and by using half of your hit points. The skeleton hit points are equal its own and to the amount that you sacrificed. The skeleton acts after your turn and follows all of you spoken commands,if you do not issue any commands it protects you from any threat.If your skeleton should die you can raise another one

Weapon Tactics

At 15th level you and your skeleton learn how to chain your attacks together,while your skeleton is within 5 feet next to you when you make an attack your skeleton can use its reaction to attack after which you make an additional attack, in addition your skeleton now has attack and damage bonus equal to yours.

Ancients Protection

At 20th level the Ancients bless you and your minion with more power.Your skeleton no longer has damage vulnerability and can make three attacks.You at the start of each of your turns if you cast a spell last turn gain hit points equal to your current hit points and every time you are hit by an attack the attacking creature takes 10d8 necrotic damage.

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Blood Breaker

When a Vampyre Knight does not live up to the tenets that the Ancients have bestowed upon and shows no sign of remorse become a Blood Breaker gaining life once more and power, but not from Gods from there own inner fury using said power to kill other undead and fiends to prove that they are mighty,the Blood Breaker does not have a tenet but acts on there own merit using what they learned from the Ancients and giving it back to the hundred fold.

Order of Ancients Spells
Vampyre Knight LevelSpells
3rdmental bindings, suppress pain
5thsmoke screen, venomous succor
9thmagic fang, greater, chameleon
13thzantetsuken, life drain
17thenlighten undead, grip of death

Multiclassing

Prerequisites. To qualify for multiclassing into the vampyre knight class, you must meet these prerequisites: 13 Strength and 13 Charisma.

Proficiencies. When you multiclass into the vampyre knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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