The Vampire
The Human that is no longer quite human, ripping out
the throat of their former lover. Just to get a taste of
their sweet blood. The Sunlight was rising so they must
escape quick.
An Elf who just wanted to stay alive after a fight they
had lost, fighting against their urge to drink the blood of
everyone around them. Almost going insane from the
supernatural senses they had gained, hearing the blood
pumping through their friends veins. Always making
sure to avoid the cities bridges.
The Gnome, that didn’t want to tinker and instead
wanted to study the magical properties of what was
inside of them from their family’s curse long ago. An
ancient blood-magic that drove their starvation.
All of them were so different but driven by the same
thing. Their innate vampiric nature, born to them
through blood or given by a curse, had driven a
starvation for blood. Pushed the study of Hemetic
magics, allowing them to manipulate their blood and the
will of others. As well as, giving them incredible
strength, dexterity, and supernatural senses.
Starvation
The Vampire is not a species, but a class that has the
hunger for others. They are typically driven outside of
normal society and pushed to be outcasts. They no
longer fit in after the curse took over their
body.Typically they will live in the woods or have had
their family procure them land and a home if they are
blood related. The hunger is everlasting and is only ever
satiated for a moment when they drink.
Vampiric Weakness Vampire
The Vampires have added weaknesses due to their
incredible abilities. Something about the sun just
doesn’t sit right with them, you have Sunlight
Sensitivity and have weakness to radiant damage. They
cannot cross running water, if forced into it they will Vampire Strength
take 2d10 acid damage for every round they stay in it. Vampires are stronger then the average person and
Vampires also tend to have a fear of Holy symbols, but therefor have some strengths. Blood from a dragon will
that is not always the case. Finally, any Vampire who satiate your hunger permenantly and you will no longer
does not consume any blood for a week gains a level of require blood for sustenance. They require no food,
exhaustion. Following that, any long rest they take water, or even oxygen, and tend to sleep during the day,
without consuming blood gives them another level of though it isn’t required for their survival.
exhaustion.
Vampire
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Bite Dice Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bite, Spell casting 1d6 2 2 2 — — —
2nd +2 Vampiric Crypt, Blood drain 1d6 2 2 2 — — — —
3rd +2 Vampiric step 1d6 2 3 2 1 — — —
4th +2 Ability Score Increase 2d6 2 4 3 1 — — —
5th +3 Vampiric Attack 2d6 2 4 3 2 — —
6th +3 Vampiric Crypt ability 2d6 3 4 3 2 — — —
7th +3 Blood Drain Improvement 3d6 3 5 3 2 — —
8th +3 Ability Score Increase 3d6 3 3 3 3 — — —
9th +4 Vampiric Crypt ability 3d6 4 3 3 3 1 — —
10th +4 — 3d6 4 3 4 3 1 — —
11th +4 Predator Form 4d6 4 4 4 3 2 — —
12th +4 Ability Score Increase 4d6 5 5 4 3 2 — —
13th +5 Vampiric Crypt ability 4d6 5 6 4 1 3 1 —
14th +5 Blood Drain Improvement 4d6 5 7 4 3 3 1 —
15th +5 Last Resort 5d6 6 7 4 3 3 2 —
16th +5 Ability Score Increase 5d6 6 7 4 3 3 2 —
17th +6 — 5d6 6 7 4 3 3 2 1
18th +6 Vampiric Crypt ability 6d6 7 8 4 3 3 3 1
19th +6 Ability Score Increase 6d6 7 8 4 3 3 3 1
20th +6 Charm, Lair, Child of the Night 7d6 7 9 4 4 3 3 2
Class Features Vampiric Focus:
Amulet, Ornamental dagger, or Vial of blood
As a Vampire, you gain the following class features.
Hit Points Bite
Hit Dice: 1d10 per Vampire level At first level you can bite and drain the blood of a
Hit Points at 1st Level: 10 + your Constitution creature dealing 1d6 necrotic damage to begin with.
modifier This requires an attack roll using your dexterity
Hit Points at Higher Levels: 1d10 (or 6) + your modifier unless the target is willing, grappled or
Constitution modifier per Vampire level after 1st otherwise incapacitated. You can use this feature a
number of times equal to your constitution modifier
Proficiencies (minimum of once) and regain these charges after a
short/long rest. This bite will not only damage enemies
Armor: Light armor, medium armor
but also heal yourself equal to the amount of damage
Weapons: Simple weapons, martial weapons
Tools: None done. Your Bite die changes when you reach certain
Saving Throws: Constitution, Dexterity levels in this class. The dice become 2d6 at 4th level,
Skills: Choose two from Animal Handling, Athletics, 3d6 at 7th level, 4d6 at 11th level, 5d6 at 15th level, 6d6
History, Intimidation, Perception, Stealth, and at 18th level, and 7d6 at 20th level.
Survival At second level, a vampire can utilize the blood they
drink to gain new abilities. Drinking blood allows you to
Equipment enter a “satiated” state for one minute allowing you to
You start with the following equipment, in addition to use one of the following Blood Drain Abilities. If the
the equipment granted by your background: creature is willing, grappled or otherwise incapacitated
(a) scale mail or (b) leather armor you instantly gain a blood drain feature. If using the Bite
(a) one martial weapon or (b) two simple melee as an attack, the target must make a constitution saving
weapons throw using your spellcasting modifier as the DC. If
(a) a explorer’s pack or (b) an scholar’s pack successful, nothing happens. If the target fails, you may
two daggers and a vampiric focus use one Blood Drain ability.
Spellcasting Blood Drain Abilities
You have learned to use your blood to empower you and These are the blood drain abilities you can use if the
hurt the foes around you. Reshaping the world around target fails their constitution saving throw. A target can
you from the power that is pumping in your veins. Your be effected by only 2 of these at the same time.
spells show a vast repertoire of your knowledge. See
Chapter 10 for general rules on Spellcasting. Quickened movement
Your body becomes significantly faster, you can feel the
Cantrips
You know 2 cantrips from the Vampire spell list and can beating of your heart and the blood in your veins. You
learn more cantrips of your choice at higher levels, as gain an extra 10 feet of movement and can use this
shown in the Cantrips Known column of the Vampire speed only for the next 3 rounds returning to normal
table. after those rounds.
Weakened opponent
Spell Slots
The Vampire table shows how many spell slots you have Your opponent becomes significantly weaker, they can
to cast your spells of 1st level and higher. To cast one of no longer properly attack. The next time they deal
these Vampire spells, you must expend a slot of the damage you can roll a d6 and subtract that from their
spell’s level or higher. You regain all expended spell total damage.
slots when you finish a long rest. For example, if you Blinding Bite
know the 1st-level spell Charm Person and have a 1st- Your targets eyes become milky white and they are
level and a 2nd-level spell slot available, you can cast blinded for one round.
Charm Person using either slot.
Spells Known of 1st Level or Higher At Seventh Level
You know two 1st-level spells o f your choice from the Bloodied Focus
Vampire spell list. The Spells Known column of the After drinking blood, for the next minute, you will be
Vampire table shows when you learn more Vampire acutely aware of your opponents arteries and veins. You
spells of your choice. Each of these spells must be of a crit on either a 19 or 20 during the next 10 rounds of
level for which you have spell slots. For instance, when combat. Additionally, during the next round the target
you reach 3rd level in this class, you can learn one new has disadvantage on all attacks against you.
spell of 1st or 2nd level.
Fearful Venom
Additionally, when you gain a level in this class, you can Your teeth secrete a necrotic venom. After biting a
choose one of the Vampire spells you know and replace target, every three rounds at the end of the end of their
it with another spell from the Vampire spell list, which turn your target must make a wisdom save against your
also must be of a level for which you have spell slots. spell save DC. Upon a failure you deal 2d10 necrotic
Spellcasting Ability: damage and they are now frightened by you. If
Constitution is your spellcasting ability for your successful they take half damage and are not frightened.
Vampire spells, since the power of your magic relies on This effect can only happen to a target once per minute,
your ability to project your w ill into the world. You use after the minute the effect ends.
your Constitution whenever a spell refers to your At 14th Level
spellcasting ability. In addition, you use your
Constitution modifier when setting the saving throw DC Poisoned Blood
for a VampireF spell you cast and when making an Your fangs start to numb your target as they slowly
attack roll with one. Spell save DC = 8 + your begin to become paralyzed. Your opponent is now under
proficiency bonus + your Constitution modifier Spell the poisoned condition for three rounds. at the end of
attack modifier = your proficiency bonus + your those three rounds they must succeed a constitution
Constitution modifier saving throw against your spell save DC or fall
paralyzed.
Emboldened Drink
You are able to feel your skin strengthen and your veins
harden. Upon using this ability you resist all damage
until the end of your next turn.
Vampiric Crypt Hemomancers
At second level, a Vampire’s Death rite abilities begin. A Hemomancer is a Vampire who has focused on the
Depending on how you became a vampire your abilities healing aspects of their magic. Manipulating their allies
change. blood to work for them in order to gain extra healing.
Hemomancers are innate spellcasters gain access to
True Bloods
spells at his time.
Regenerative blood
The True Bloods, who were born vampires, have the At Second level, you gain access to the “Hemomancer”
best control over their magic and use it for combat. spell list. You are also more effective when healing.
They are able to manipulate their blood and their foes to Whenever you use a spell of 1st level or higher to
give them the best advantage in a fight. True Bloods are restore hit points to a creature, the creature regains
innate spellcasters gain access to spells at his time. additional hit points equal to your spellcasting modifier.
Magical awareness
Instantly, at second level, they gain 1 Necromancy
cantrip, as well as access to the “True Blood” Spell list. Blood Construction
Begining at sixth level you learn to use your blood to
Inhuman aptitude shape itself at will you learn how to harden it and create
At sixth level your control over your blood has allowed weapons. At will you can summon a weapon you have
you to enhance yourself past normal means, you add +5 proficiency in, this will be treated as a magical +1
to an attack/grapple check 3 times per long rest. weapon. You can choose to, instead of using your
strength or dexterity, use your constitution as the attack
Immortal wisdom and damage modifier.
At 9th level you have gotten used to your strength and
now can use it passively, you gain advantage on all
checks that you have proficiency in and can add Quick Blood
expertise to 1 ability checks of your choice that you have At ninth level, you can feel your heart pumping and hear
proficiency in. others too. Choose a willing creature that you can see
within 30ft. For up to 1 minute or until your
Perfect senses concentration ends (as if you were concentrating on a
Once you reach 13th level, you have near perfect spell), the target’s speed is doubled, it gains a +2 bonus
senses. You begin to see in the dark better, and you can to AC, it has advantage on Dexterity saving throws, and
almsot see through magic. You gain Darkvision for it gains an additional action on each of its turns. That
120ft, advantage on all Perception and Investigation action can be used only to take the Attack (one weapon
checks. You also have advantage on all checks against attack only), Dash, Disengage, Hide, or Use an Object
illusions. action.
Turn You can use this feature a number of times equal to
When you reach 18th level, you can turn others. Once your Constitution Modifier, regaining any expended
you bite a creature and slay it within the hour you have uses on a long rest.
the chance to turn them. If buried, they will rise the
following morning as a Vampire Spawn under your
control. Emboldened allies
Upon reaching 13th level, you are now able to
manipulate blood on a much higher scale, not only can
you use it to physically strengthen allies but also their
mental capacity. Your proficiency bonus times per day
you can cast the Enhance Ability spell, choosing to
benefit one ally with two effects instead of one.
Absolute Control
Once you reach 18th level, you have full control over
your body and blood, you learn how to bend it to your
absolute will. Your Constitution score permanently
increases by 2. Your maximum for Constitution is now
24. In addition, you double your movement speed.
Blood Fiend Grave Changed
The Blood fiend is a Vampire that was turned during The Grave changed is a vampire that was turned after
their lifespan and has since started to lose their death and has since begun to lose sanity. They are feral
humanity. They are Blood addicts and are constantly and quick to anger, using brute force to accomplish any
trying to get as much as they can to free themselves of goal they have.
that hunger. Claws
Excess Hunger At second level your fingernails start to grow into a
At second level they gain the extra ability to add their sharpened point. Your unarmed strikes no longer do
Constitution modifier to their Bite ability to gain extra bludgeoning damage and instead do slashing.
damage and self-healing. Brutal
Drained Beyond Continuing, at 2nd level. The Grave Changed are known
Upon reaching sixth level, you can sacrifice 1d6 of your for using their bare hands to rip apart an opponent . At
Bite attack to add 2 of the first set of blood drain second level you are able to use a d6 instead of a d4 for
abilities, 2d6 for seventh level and 3d6 for 14th level. a claw attack. Additionally, if your constitution modifier
is higher than your strength modifier, you may use your
Phantasmal Bite Constitution in replacement for the attack bonus and
At ninth level, your Bite is for more than just the damage modifier
sustenance. Hunger is something you live with, and gain
extra abilities from. After biting someone, Once per long Conditioned Claws
rest, you can choose to either watch their memories After sixth level, when you hit a creature with your
from the past 48 hours, seeing them in an instant, or claws you can choose to grapple them. This requires no
gain advantage on all ability checks for an hour. ability check.
Pure Blood lust Hemorrhaging Claws
Upon reaching 13th level, drinking blood will while in Upon reaching ninth level, When you hit a creature with
the “Satiated” sate, you regain 1d10 + Constitution per a claw attack, you can force the target to roll a con save
round, at the beginning of your round. Also, you deal against your spell save DC. Upon failure, increase bleed
1d4 additional damage, increasing by 1d4 per round effect by one stage. For bleed conditions
you stay satiated. Murderous intent
Legendary Drink At the 13th level, after killing a creature you gain 1d10 +
Once you reach the 18th level, you have one Legendary Constitution temporary hitpoints. You can also add
resistance (If you fail a saving throw, you can choose to 1d12 + Strength to all claw attacks until your next long
succeed instead.) replenishing this after you take a long rest is complete. You can only benefit from this feature
rest. twice a day.
Undead resilience
Upon reaching 18th level, your body grows more
undead as you take on more of their traits. Also granting
you more of their benefits. You gain immunity to the
charmed condition and the poisoned condition. You also
gain immunity to Necrotic and resistance to Cold and
Poison damage.
Vampiric Abilities
Charm
Vampiric step
At 20th level you can use a Charm effect. The vampire
At the third level Vampires gain the ability to walk on targets one humanoid it can see within 30 feet of it. If
vertical surfaces equal to their movement speed. Their the target can see the vampire, the target must succeed
movement speed increases by 10 feet in addition. on a DC 17 Wisdom saving throw against this magic or
be charmed by the vampire. The charmed target regards
Ability Score the vampire as a trusted friend to be heeded and
protected. Although the target isn’t under the vampire’s
Improvement control, it takes the vampire’s requests or actions in the
When you reach 4th level, and again at 8th, 12th, 16th, most favorable way it can, and it is a willing target for
and 19th level, you can increase one ability score of the vampire’s bite attack.
your choice by 2, or you can increase two ability scores Each time the vampire or the vampire’s companions
of your choice by 1. As normal, you can’t increase an do anything harmful to the target, it can repeat the
ability score above 20 using this feature. You also have saving throw, ending the effect on itself on a success.
the choice of taking a feat instead of an ability score Otherwise, the effect lasts 24 hours or until the vampire
improvement is destroyed, is on a different plane of existence than the
target, or takes a bonus action to end the effect. You can
Vampiric Attack use this feature once per long rest.
Beginning at 5th level, you can attack twice, instead of
once. If the target is grappled using a bonus action you Child of the Night
can use the Bite feature.
(1/Day)
Predator Form
At 11th level you learn how to reform your body into Upon reaching 20th level in the vampire class, you can
new predatory shapes. You will keep your mental stats, magically call 2d4 swarms of bats or rats, provided that
Intelligence, Wisdom, and Charisma. In these forms you the sun isn’t up. While outdoors, the vampire can call
will no longer speak common, but if someone were to 3d6 wolves instead. The called creatures arrive in 1d4
read your thoughts they would be in common. Using rounds, acting as allies of the vampire and obeying its
each creatures stat block, once you reach 0hp you will spoken commands. The beasts remain for 1 hour, until
revert back into your natural form, the form is also the vampire dies, or until the vampire dismisses them as
dismissable at will. Using this feature is a full action. a bonus action. You can use this feature once per long
rest.
The Wolf
The wolf is a fast and deadly creature, they hunt Vampires Lair
together in packs. But not you. You will solely take At 20th level, your surroundings change with you. When
down anyone who comes in your way. spending 1d4+1 days in the same resting spot, the area
The Bat begins to change around you.
The ability to fly into the night as either one bat, or a There’s a noticeable increase in the populations of bats,
swarm. Bats usually take rats, and wolves in the region. Plants within 500 feet of
The Rat the lair wither, and their stems and branches become
Using either a single rat or a swarm. The spreaders of twisted and thorny. Shadows cast within 500 feet of the
the plague, and your smallest predator. lair seem abnormally gaunt and sometimes move as
though alive. A creeping fog clings to the ground within
Last Resort 500 feet of the vampire’s lair. The fog occasionally takes
eerie forms, such as grasping claws and writhing
After reaching 15th level, you gain your Last Resort serpents.
ability. The Plan B. When you would normally hit 0hp, While within this 500 foot radius of your lair, you
instead drop to 1hp and gain the benefits of Gaseous cannot be surprised, you have a plus 5 to initiative, and
Form for three rounds or dismiss at will. you have advantage on all attacks.
Vampire Spell List Hemomancer Spell List
Cantrips: Cantrips:
Chill Touch, Mage Hand, Minor Illusion, Resistance, Guidance, Message, Spare the Dying
Shocking Grasp, Thaumaturgy, True Strike
First level:
First level: Animal Friendship, Cure Wounds, Detect Evil and
Charm Person, Disguise Self, False Life, Find Familiar, Good, Inflict wounds, Longstrider
Silent Image, Sleep Second Level:
Second Level: Aid, Animal Messenger, Calm Emotions, Invisibility,
Alter Self, Darkness, Enhance Ability, Enthrall, Gentle Lesser Restoration, See invisibility, Warding Bond,
Repose, Hold Person, Misty Step, Pass Without Trace, Zone of Truth
Ray of Enfeeblement, Silence, Suggestion Third Level:
Third Level: Animate dead, Conjure Animals, Haste, Major Image,
Counterspell, Fear, Gaseous Form, Sleet Storm, Revivify, Slow, Speak with Dead
Vampiric Touch Fourth Level:
Fourth Level: Blight, Confusion, Dimension Door, Resilient Sphere
Banishment, Compulsion, Death Ward, Freedom of
Movement, Greater Invisibility, Locate Creature, Fifth Level:
Awaken, Contagion, Insect Plague, Mass Cure Wounds,
Stoneskin Telepathic Bond
Fifth Level:
Antilife Shell, Cone of Cold, Dream, Hold Monster,
Raise dead, Scrying
True Blood Spell List Bleed
Cantrips:
Acid Splash, Poison Spray, Ray of Frost Stage one
Blood starts coming out of the wound, causing you
First level:
Bane, Command, Fog Cloud, Hellish Rebuke, Inflict blood loss and dizziness. Your movement speed is
wounds, Thunderwave reduced by 5.
Stage two
Second Level:
Blindness Deafness, Mirror Image, Shatter Blood continues pouring out of the wound, causing you
a high amount of pain. You cannot cast spells that
require concentration. Any ranged attacks you make
Third Level:
Bestow Curse, Call Lightning, Hypnotic Pattern, have disadvantage.
Lightning Bolt, Major Image, Nondetection Stage three
Blood loss blurs your vision, clouding your sight. You
Fourth Level:
Arcane Eye, Black Tentacles, Blight, Dominate Beast, have disadvantage on attack rolls and on Passive
Phantasmal Killer, Private Sanctum Wisdom (Perception) checks relying on sight.
Stage four
Fifth Level:
Cloudkill, Dominate Person, Geas, Modify Memory, Enough blood is lost to make you fall unconscious.
Telekinesis Stage five
The amount of blood loss causes you to die. (or the DM
can decide you fall to 0 hit points and start rolling death
saves instead)