Vampyre
Vampyre
Feast
Feast
Feast upon
upon
Feast upon your
your
upon your enemies
enemies
your enemies and
and
enemies and revel
revel
and revel in
in
revel in the
the
in the power
power
the power of
of
power of Cursed
Cursed
of Cursed Blood
Blood
Cursed Blood
Blood
Vampyre
E
uphoria… the wet scent of iron and fear.
Crimson and thick, blood dripped from the
corner of the pale figure’s lips. A meal fit for a
king, as only a king could provide. The amber
eyes of the elven figure glanced upon the
headpiece of her leftovers. You are what you
eat… she thought, laughing as she placed the
crown upon her head.
Every floorboard in the abandoned house creaked as two
guards swung their lanterns about in the dark. Whispers of
noises in the night worry some wild animal had taken refuge
in the old home. One guard turned to kick an old chest; as his
foot hit the wood, a lantern hit the floor. Then another.
The air froze with a bone-chilling cold that beckoned death.
The gaunt visage of a once dwarven creature pierced the very
soul of its challenger. With sword raised, the human steeled
himself and charged forward. It wasn’t until his face hit the Creating a Vampyre
floor that his head cleared, and he saw a pair of frozen legs
behind him still poised in a fighting stance. Playing a vampyre character presents a unique opportunity
Vampyres are the undisputed lords of the night, and their and challenge. If your DM, setting, and fellow players agree,
dark powers have struck fear in the hearts of mortalkind for there is no harm in playing a good-aligned vampyre who
time immemorable. Feeding on the blood of the living, they sticks to their morals. Though, it may be more setting
can break wills with a glare and summon creatures of the appropraite to play a neutral vampyre who does not have any
night to their side. Older and more powerful vampyres can qualms about finding their next meal. This doesn’t mean you
cast great magics, and even defy the sun itself. need to be evil - the best way to approach playing a ‘true
vampyre’ in a party setting is to pick one facet of your
Cursed Blood character’s personality and crank it to the max. Vampyres are
obsessive, and you can use this to potray the more eclectic
The strength of a vampyre lies within blood, as does their
parts of your vampyre without making them ‘evil’. Just be
eternal curse. The more lifeblood a vampyre consumes, the
sure to know the line - don’t try to purposefully offend or
stronger they become. Some have even risen to rival the
might of demigods and other great extraplanar beings. Their upset other characters or players just to get a point across
about how twisted your character is.
cursed strength come with the price, however, for a terrible
When making your vampyre, consider who they were
hunger.
before their rebirth. What were their passions? In their unlife,
The soul of a vampyre is ever-burdened with a thirst for
those things will become their obsession, twisted by the
blood, and their transformation twists their mortal desires
curse that sustains them. Vampyres typically don’t rebel
into fanatical obsessions. Vampyres that once adored the arts
against their nature, but you can feel free to consider how
can become jealous, raving critics who force their works to
your character views the Cursed Blood. Do they embrace it?
be observed by a tortured audience. Vampyres that once
Hide from it? Do they freely drink the blood of humanoids, or
practiced magic may become the most dangerous, depraved
do they perhaps attempt to only partake in the blood of
archmagi for whom no experiment poses moral quandary.
beasts? Most importantly, your vampyre must be willing to
Regardless of their past life, the nature of every newborn
work with others. They may find it draining or be be putting
vampyre is also shaped by their adoptive lineage. There are
up a front, but to play this class, you must make a character
several vampyre bloodlines, each with different innate
that functions in a group setting. The other players at your
abilities. Depending on their progenitor, a vampyre may
table will be excited to see how it feels to adventure with a
command the cold like a blizzard, spit acid from their mouth,
vampyre, so make it fun!
or meld through stone like air.
1
Class Features The Vampyre
Proficiency
Hit Points Level Bonus Features
Hit Dice: 1d10 per vampyre level 1st +2 Cursed Strength, Spider Climb
Hit Points at 1st Level: 10 + your Constitution modifier 2nd +2 Blood Magic, Obsession
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution 3rd +2 Bloodline
modifier per vampyre level after 1st 4th +2 Ability Score Improvement
Proficiencies 5th +3 Obsession Feature, Blood Die (d8)
6th +3 Shape Change, Bloodline Feature
Armor: Light armor, medium armor
7th +3 Strength of the Grave
Weapons: Simple weapons
Tools: None
8th +3 Ability Score Improvement
Saving Throws: Dexterity, Charisma 9th +4 Empowered Bite
Skills: Choose any two 10th +4 Vampyre Spawn, Bloodline Feature
11th +4 Obsession Feature, Blood Die (d10)
Equipment 12th +4 Ability Score Improvement
You start with the following equipment, in addition to the 13th +5 Empowered Physique, Vampyric Charm
equipment granted by your background: 14th +5 Bloodline Feature
15th +5 Empowered Shape Change
(a) Scale mail or (b) leather armor
16th +5 Ability Score Improvement
Any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
17th +6 Obsession Feature, Blood Die (d12)
18th +6 Lord of the Night
Cursed Strength 19th +6 Ability Score Improvement
20th +6 Eclipse
As a newborn of the Cursed Ones, you have great strength
and ability, though not without cost. Supernatural Physique
Blood Dice Your unarmed strikes are magical and deal bludgeoning
damage equal to Blood Die + your Strength modifier on a hit.
Through blood, there is power. At 1st level, this power is
When you hit with an unarmed strike, you can Grab the
represented by your Blood Die, a d6. You have a pool of
target, dealing no damage and grappling them if they are no
Blood Dice equal to half your vampyre level (rounded up) +
more than one size larger than you (escape DC equals 8 +
your Constitution modifier, which you can expend to use
your proficiency bonus + your Strength modifier).
certain vampyre features. You regain all expended Blood
Dice when you finish a short or long rest, so long as you do Also, while not Burning, you have the following features:
not have any levels of exhaustion caused by a lack of food.
At certain vampyre levels, the size of your Blood Die Dark Determination. When you make an attack roll or a
increases: at 5th level (d8), at 11th level (d10), and at 17th fail a Strength, Dexterity, or Constitution saving throw,
level (d12). you can expend one Blood Die to add it to the roll.
Bloodlust Regeneration. When you start your turn with at least 1 hit
You gain no sustenance from normal food, and you do not point, or when you pass a death saving throw, you can
need water. You must drink fresh blood in place of eating expend Blood Dice up to your proficiency bonus. For each
food as described in the Food and Drink rules of the Player’s die expended, you regain 1 Blood Die + 1 hit points. If you
Handbook. While you have levels of exhaustion from a lack of use this feature while Weakened, the hit points you regain
food, your Blood Die decreases in size by one step (i.e., from are halved. When you take radiant damage, you can’t use
a d6 to a d4), but your speed increases by 10 feet. this feature at the start of your next turn.
2
Vampyric Fangs Blood Magic Ability
Once per turn, when you hit a creature that has blood and is You use Charisma whenever a spell you Blood Cast refers to
incapacitated, restrained, or grappled by you with an your spellcasting ability. You also use your Charisma
unarmed strike, you can Bite them. Your Bite deals piercing modifier when setting the saving throw DC for spells you
damage instead of bludgeoning, and the target takes Blood Cast and when making an attack rolls with them.
additional necrotic damage equal to your Blood Die. The
target’s hit point maximum is reduced by an amount equal to Blood save DC = 8 + your proficiency bonus +
the additional damage taken, and you regain the same your Charisma ability modifier.
amount of hit points. This reduction lasts until the target
Blood attack modifier = your proficiency bonus +
finish a long rest. If the target’s size is small or larger, you
your Charisma ability modifier.
also regain one expended Blood Die.
When you hit a creature with your Bite, you drink half a Night Spirits
pound of its blood. You can also Bite a willing creature
When you reach 5th level, you learn the conjure animals
without making an attack roll, and you can choose for the
spell. When you Blood Cast conjure animals, you can only
piercing damage to equal 1 when you do, instead of the
summon your choice of 4 Swarms of Bats or Swarms of
normal amount.
Rats. If you are outdoors, you can choose to summon 6
Undead Physiology Wolves instead. Creatures summoned by Blood Casting
conjure animals use your Blood attack modifier instead of the
Your undead body grants you the following traits:
modifier listed for any attack rolls they make.
Your creature type is undead. Your Obsession and Bloodline will each grant you
additional options to choose from when you Blood Cast
You have darkvision out to 120 feet. conjure animals.
You do not need to breathe. Obsession
Spider Climb At 2nd level, fractured memories of your prior life resurface.
Where once was passion, in the dark now lies obsession.
You cling to dark corners, descending from the rafters in the Choose one of the Obsessions listed at the end of the class
dead of night. At 1st level, you gain a climbing speed equal to description. Your choice grants you features at 2nd level, and
your walking speed, and you can move up, down, and across again at 5th, 11th, and 17th level.
vertical surfaces and upside down along ceilings, while
leaving your hands free. Bloodline
Blood Magic At 3rd level, the latent abilities of your blood lineage awaken.
Choose your Bloodline from those listed at the end of the
Your Cursed Blood grants you power over the mortal mind. class description. Your choice grants you features at 3rd
Starting at 2nd level, you learn certain Sanguine Spells as level, and again at 6th, 10th, and 14th level.
you gain levels in this class, as shown on the table below.
Ability Score Improvement
Sanguine Spells
When you reach 4th level, and again at 8th, 12th, 16th, and
Vampyre Level Spells 19th level, you can increase one ability score of your choice
2nd charm person by 2, or you can increase two ability scores of your choice by
3rd hold person 1. As normal, you can’t increase an ability score above 20
5th conjure animals* (see Night Spirits below) using this feature.
7th charm monster
9th hold monster
Shape Change
The night holds many terrors, and many terrors you embody.
Blood Casting At 6th level, while not Weakened, you can use your action to
While not Burning, you can Blood Cast your Sanguine Spells Shape Change into a bat or a cloud of mist. Your game
by expending a number of Blood Dice equal to 1 + spell’s statistics in your Shape Change forms are unchanged beyond
level (or none if the spell is a cantrip). Spells you Blood Cast what is listed for each form. Any gear you are wearing or
don’t require a spell slot or any material components not carrying merges into your new form unless otherwise stated,
consumed by it. When you Blood Cast a spell of 6th level or becoming unusable until your Shape Change ends (your AC
higher, you cannot Blood Cast a spell of that level again until equals 10 + your Dexterity modifier).
you finish a long rest. You can stay in your chosen form for a number of hours
equal to half your vampyre level (rounded down). Your
transformation ends early if you drop to 0 hit points or if you
use an action to return to your true form.
3
Mist Form
Your Mist form has the following traits:
You are incapacitated, but you can still revert to your true
form as an action. You also cannot speak or manipulate
objects.
You can’t speak, but you can provide somatic components Armor Class 15 (natural armor)
for spells. Hit Points 4 times your vampyre level (the spawn has a number
of Hit Dice [d8s] equal to your vampyre level)
Your walking speed is 5 feet, you have a flying speed of 30
Speed 30ft.
feet, and your size is Tiny.
You can only make unarmed strikes against creatures that STR DEX CON INT WIS CHA
are incapacitated, restrained, or Tiny. 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
Once you Shape Change, you must finish a short or long Saving Throws DEX +3 plus PB, WIS +2 plus PB
rest before you can Shape Change again, unless you expend Skills Perception PB, Stealth +3 plus PB
three Blood Dice to do so. Damage Resistances Necrotic
Strength of the Grave Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Through blood, you are made whole. At 7th level, you have Challenge PB
resistantance to necrotic damage, and when you use
Regeneration, the hit points you regain now equal 2 Blood
Regeneration. The spawn regains 1 Blood Die hit points at the
Dice + 1 for each Blood Die expended. start of each of its turns if it has at least 1 hit point and isn’t
Empowered Bite Weakened. If the vampire takes radiant damage, this trait
doesn’t function at the start of the spawn’s next turn.
At 9th level, your fangs grow longer, all the better for sating
the Eternal Thirst. The necrotic damage dealt by your Bite Spider Climb. The spawn can climb difficult surfaces, including
increases to 2 Blood Dice, and when you drop a Small or upside down on ceilings, without needing to make an ability
larger creature to 0 hit points with your Bite, you regain one check.
additional expended Blood Die, for a total of two.
Vampyre Weaknesses. The spawn has your Bloodlust and Sunlight
Vampyre Spawn Sensitivity features.
Every lord needs their servants. Starting at 10th level, when Actions
you kill a humanoid with your Bite, you can bury their corpse Claws. Melee Weapon Attack: your Blood attack modifier to hit,
at least one foot deep in the ground. If you do, the creature reach 5 ft., one creature. Hit: 1 Blood Die + 3 slashing damage.
rises as your Vampyre Spawn at dusk the following day. Its Instead of dealing damage, the spawn can grapple the target
statistics are shown in the Vampyre Spawn stat block below, (escape DC equals your Blood save DC).
which uses your proficiency bonus (PB) in several places.
The creature is an ally to you and your companions. In Bite. Melee Weapon Attack: your Blood attack modifier to hit,
combat, the creature shares your initiative count, but it takes reach 5 ft., one willing creature, or a creature that is grappled by
its turn immediately after yours. It obeys your verbal the spawn, incapacitated, or restrained. Hit: 1 Blood Die + 3
commands (no action required by you). If you don’t issue any, piercing damage plus 1 Blood Die necrotic damage. The target’s
it takes the Dodge action and uses its move to avoid danger. hit point maximum is reduced by an amount equal to the
You can only maintain control over one vampyre spawn. If
necrotic damage taken, and the spawn regains hit points equal
you create another one, your previous vampyre spawn
to that amount. The reduction lasts until the target finishes a
long rest
becomes autonomous under the DM’s control.
Empowered Physique Misty Escape
When you drop to 0 hit points while not Weakened, you can
Countless feasts have strengthened your form. At 13th level,
Shape Change into your Mist form without expending Blood
your Strength, Dexterity, and Constitution scores, as well as
Dice, instead of falling unconscious (you can stay in this Mist
your maximum for those scores, each increase by 2 (you can
form while you have 0 hit points). You can then move up to
increase those scores up to 22 with the Ability Score
20 feet without provoking opportunity attacks.
Improvement feature).
While you have 0 hit points in this Mist form, you must still
Vampyric Charm make death saving throws, and you suffer the normal effects
of taking damage while at 0 hit points. If you are still at 0 hit
Blood is a powerful aphrodisiac. At 13th level, when you points when this Shape Change ends, but you have not died
Blood Cast charm person and target a single creature, you from failing death saves, you are unconcious but stable. Once
can expend an additional Blood Die. If you do, the spell lasts you Shape Change this way, you must finish a long rest
for 24 hours and the charmed target regards you as a trusted before you can do so again.
friend to be heeded and protected. The target isn’t under
your control, but it takes your requests or actions in the most Lord of the Night
favorable way it can, and it is a willing target for your Bite.
Power and authority come unnaturally to those of Cursed
The spell also does not end immediately when you or your
Blood. At 18th level, you gain the following benefits:
companions do anything harmful to it. Rather, the target can
make a Wisdom saving throw against your Blood save DC You gain proficiency in Wisdom saving throws, or another
each time, ending the effect on itself on a success. The spell saving throw of your choice if already proficient.
ends early if you die, you are ever on a different plane of
existence than the target, or you use a bonus action to end it. You can control two vampyre spawn at once, instead of
Additionally, when you force a humanoid with immunity to just one, and your vampyre spawn have resistance to
the charmed condition to make a saving throw against being nonmagical bludgeoning, piercing, and slashing damage.
charmed by you, you ignore their immunity, but they have
When you Blood Cast conjure animals at 3rd level, you
advantage on the saving throw.
can have the spell last for the full duration without
Empowered Shape Change requiring concentration, or until you die or dismiss it as a
bonus action. Once you do, you must finish a long rest
Terrible and elusive, the Night Lord’s form is evershifting. At before you can do so again.
15th level, you can expend one Blood Die to Shape Change
as a bonus action. When you do, you can choose to become a Eclipse
Swarm of Bats.
Few of Cursed Blood ever come as close to the power of the
Swarm of Bats First as you. At 20th level, you can use your action to
Your Swarm of Bats form shares the traits of your Bat form, magically summon an Eclipse, darkening the sun and
with the following changes: bathing the area within a 1-mile-radius of you in a blood-red
light. For 10 minutes, light emitted by the sun is not
You can make unarmed strikes against any target, and considered sunlight, and when you would roll a Blood Die
you can Bite any creature with blood, without requiring while you can see the Eclipse, you use the die’s maximum
them to be grappled, incapacitated, or restrained. value instead of rolling.
When you use this feature, you can expend any number of
You have resistance to bludgeoning, piercing, and
Blood Dice to extend the duration of the Eclipse by 10
slashing damage.
minutes per die expended. Once you summon an Eclipse, you
You are immune to being grappled, paralyzed, petrified, must finish 2d4 long rests before you can do so again.
prone, restrained, or stunned.
Your size is Medium, you can occupy another creature’s Optional Rule: Multiclassing
space and vice versa, and you can move through any If you use the optional multiclassing rule in the Player’s
opening large enough for a Tiny bat. Handbook, here’s what you need to know if you choose
vampyre as one of your classes.
This form lasts for 1 minute or until you lose
concentration (as if concentrating on a spell), rather than Becoming a Vampyre. If you are not already a vampyre, you
your normal Shape Change duration. cannot choose to take a level in this class without first
contracting vampyrism.
Ability Score Minimum. If you already are a vampyre, you
must have a Constitution and Charisma score of at least 13
to take a level in another class.
Proficiencies Gained. If vampyre is not your initial class, you
only gain proficiency with simple weapons and light armor.
5
Obsessions
Death
The more depraved mortals who don the Night Mantle take
delight in their murderous feasts. Some learn to draw life
from their victims through more creative means.
Deceased Decedance
2nd-level Death feature
Your Obsession with Death grants you the following
features:
Deadly Blood Magic. When you roll a 1 on a damage die Draining Bolt
of a spell you’ve Blood Cast, you can reroll the die and 5th-level Death feature
must use the new roll, even if it is a 1. When you attack with vampiric touch, you can make a
ranged spell attack with a range of 60 feet instead of a melee
Life Drinker. When you Blood Cast a necromancy spell
spell attack. You can also expend one Blood Die to make an
and deal damage to one or more creatures, you regain one
additional attack with the spell as part of the same action.
expended Blood Die each time one of those creatures
Additionally, when you Blood Cast a necromancy spell, you
drops to 0 hit points before the beginning of your next
can expend Blood Dice to increase the level of the spell by 1
turn, provided you are within 60 feet of the creature.
per die expended. You cannot increase the spell’s level above
Essence Drain. While not Weakened, when you deal that of your highest-level Sanguine Spell.
necrotic damage with a necromancy spell you’ve Blood
Cast, you can expend one Blood Die to gain temporary hit
Death Spirits
points equal to half the damage dealt. 5th-level Death feature
When you Blood Cast conjure animals while outdoors, you
Enervating Blood Magic can choose to summon 4 Swarms of Ravens.
2nd-level Death feature
You gain Sanguine Spells at the vampyre levels listed.
Blood Siphon
11th-level Death feature
Death Sanguine Spells Once per turn, when you would regain hit points from a
necromancy spell you’ve Blood Cast, you can choose to
Vampyre Level Spells
regain one expended Blood Die instead.
2nd chill touch, inflict wounds
Also, while not Weakened, you can add your Charisma
3rd ray of enfeeblement modifier to the damage rolls of any necromancy spell you
5th vampiric touch Blood Cast.
7th blight
9th negative energy flood Deathbringer
11th harm 17th-level Death feature
13th finger of death You are immune to necrotic damage, and when you deal
15th horrid wilting necrotic damage to a creature with a necromancy spell
17th power word kill you’ve Blood Cast, you regain hit points equal to half the
damage dealt if you wouldn’t already.
6
Dominance they had failed the initial saving throw, and you begin
maintaining concentration on the spell if it requires it.
Mortals that relish in control find the Cursed Blood gives You can use Domination on this saving throw as well. If
them new avenues to exert their dominance. you do, add the number rolled to the damage roll of the
attack in addition to subtracting it from their saving throw.
Crushing Superiority
2nd-level Dominance feature Will of the Night
Your Obsession with Dominance grants you the following 17th-level Dominance feature
features: Your concentration on enchantment spells cannot be
broken by taking damage, and when you Blood Cast an
Intimidation. You gain proficiency in Intimidation, or enchantment spell, you can choose to increase the spell’s
another skill if already proficient, and you gain a bonus to level by 1 without expending a Blood Die, up to 9th level.
Intimidation checks equal to your Blood Die.
Magic
Will Drinker. When one or more creatures fail their saving
throw against an enchantment spell you’ve Blood Cast, Vampyres who once practiced magic become obssesed with
you regain one expended Blood Die. You can also the arcane, seeking power beyond what their Cursed Blood
calculate the size of your Blood Die pool using your provides.
Charisma modifier instead of Constitution.
Magical Superiority
Domination. While not Weakened, when you Blood Cast 2nd-level Magic feature
an enchantment spell that requires a saving throw, you Your Obsession with Magic grants you the following
can expend and roll one Blood Die to subtract the number features:
rolled from one target’s saving throw. You can do so after
the initial roll, but before the roll’s effects occur. Arcana. You gain proficiency in Arcana, or another skill of
your choice if already proficient, and you gain a bonus to
Commanding Blood Magic Arcana checks equal to your Blood Die.
2nd-level Dominance feature
You gain Sanguine Spells at the vampyre levels listed. Cantrips. You learn two cantrips of your choice from the
wizard spell list. Wizard cantrips you learn count as
Dominance Sanguine Spells Sanguine Spells for you.
Vampyre Level Spells Arcane Blood Magic. You can calculate your Blood Save
2nd command DC using either Intellgence or Charisma. You can also
3rd suggestion calculate the size of your Blood Die pool using your
5th enemies abound Intelligence modifier instead of Constitution.
7th dominate beast Supernatural Intelligence. While not Weakend, you can
9th dominate person Blood Cast one of your Sanguine Spells without
11th mass suggestion expending any Blood Dice. Once you do, you must finish a
13th power word pain long rest before you can do so again.
15th dominate monster
Arcane Secrets
Negative Reinforcement 2nd-level Magic feature
5th-level Dominance feature You know two 1st level spells from the wizard spell list,
When you use your action to Blood Cast an enchantment which count as Sanguine Spells for you. Each time you gain
spell and a target passes its saving throw, you can make a a level in this class and don’t learn a Sanguine Spell from
single weapon attack against that creature as a bonus action another feature, you learn one spell from the wizard spell list,
that turn. which counts as a Sanguine Spell for you. The spell’s level
Additioanlly, when you Blood Cast an enchantment spell, cannot be above that of your highest-level Sanguine Spell. At
you can expend Blood Dice to increase the level of the spell 11th, 13th, 15th, and 17th level, the spell you learn can be of
by 1 per die expended. You cannot increase the spell’s level 6th, 7th, 8th, and 9th level, respectively.
above that of your highest-level Sanguine Spell. Each time you gain a level in this class, you can replace
one of the spells learned from this feature with another spell
Tamed Spirits from the wizard spell list. The spell’s level cannot be above
5th-level Dominance feature that of your highest-level Sanguine Spell.
When you Blood Cast conjure animals while outdoors, you
can choose to summon 2 Tigers.
Empowered Blood Magic
5th-level Magic feature
Cruel Conditioning You can Blood Cast your Sanguine Spells by expending
11th-level Dominance feature Blood Dice equal to the spell’s level, rather than 1 + the
When you hit a creature with an attack using Negative spell’s level. You also learn another cantrip of your choice
Reinforcement, the target must repeat their saving throw from the wizard spell list.
against the triggering spell. If they fail, the spell executes as if
7
When you cast a Sanguine Spell, you can expend Blood Dice
to increase the level of the spell by 1 per die expended. You
cannot increase the spell’s level above that of your highest-
level Sanguine Spell.
Awakened Spirits
5th-level Magic feature
When you Blood Cast conjure animals while outdoors, you
can choose to summon 6 Giant Owls.
Sanguine Spellmaster
11th-level Magic feature
When you Blood Cast a spell of 6th level or higher, you
don’t need to expend any Blood Dice to do so. When you do,
you still cannot Blood Cast a spell of that level again until you
finish a long rest.
Also, while not Weakened, you can add your Intelligence
modifier to one damage roll of any Sanguine Spell you cast.
Bloodmagi
17th-level Magic feature Undying Focus
Your Sanguine Spells of 3rd level or lower cost one less
11th-level Might feature
Blood Die for you to Blood Cast.
You gain proficiency in Wisdom saving throws, and you
Might can use Dark Determination for Intelligence, Wisdom, and
Charisma saving throws.
Many who turn to the Cursed Blood do so for power; in the Moreover, while not Weakened, you gain a bonus to the
Night, they are filled with it. damage rolls of your Strength-based attacks equal to your
Blood Die.
Martial Superiority
2nd-level Might feature Blood Winds
Your obsession with Might grants you the following 17th-level Might feature
features: As a bonus action, you can regain all of your expended
Blood Dice. Once you use this feature, you must finish a long
Dark Might. You gain proficiency in Athletics, or another
rest before you can use it again.
skill of your choice if already proficient.
8
Vampyric Expertise Silent Spirits
2nd-level Perfection feature 5th-level Perfection feature
You gain proficiency in one skill of your choice. Choose When you Blood Cast conjure animals, you can choose to
two of your skill proficiencies that are not based on Strength summon 4 Swarms of Insects (Spiders).
or Dexterity. Your Vampyric Tenacity applies to ability
checks you make using those skills. Terrifying Efficiency
Additionally, you gain your Vampyric Tenacity bonus on 11th-level Perfection feature
abilitiy checks using skills even while Weakened. While not Weakened, when you roll a Blood Die for
Vampyric Tenacity or Dark Determination, you can roll two
Supernatural Reflexes dice and use either roll.
5th-level Perfection feature Your Vital Strike also adds an additional roll of your Blood
As a reaction when you are hit with an attack, you can roll Die to the attack’s damage roll, for a total of three rolls.
your Blood Die and subtract it from the attack roll, potentially
turning the hit into a miss. Perfect Execution
Your Vital Strike also adds an additional roll of your Blood 17th-level Perfection feature
Die to the attack’s damage roll, for a total of two rolls. When you would roll one or more Blood Dice, you can use
the maximum value for those dice instead of rolling. Once
Vampyric Expertise you do, you must finish a short or long rest before you can do
5th-level Perfection feature so again.
You gain proficiency in another skill of your choice, and Your Vital Strike also adds an additional roll of your Blood
you choose another skill proficiency not based on Strength or Die to the attack’s damage roll, for a total of four rolls.
Dexterity. Your Vampyric Tenacity applies to ability checks
you make using that skill.
9
Bloodlines after taking radiant damage, but the hit points you regain are
halved.
In vampyre societies, lineage is paramount. The reigning Your vampyre spawn also gain the following features:
Bloodlines go to great lengths to ensure their family tree is
not infected with thin-blooded fools, as their blood carries They have your Gluttonous Thirst feature.
power and secrets known only to them.
Their Regeneration trait restores 2 Blood Die hit points
Dracul instead of 1.
Also known as Purebloods, these vampyres are said to be Their Bite’s necrotic damage increases by 1 Blood Die.
direct descendents of the very first Cursed One. They wield
great power, but harbor an even greater thirst for blood. Vampyre Lord
14th-level Dracul feature
Gluttonous Thirst You gain a new Shape Change form: the Vampyre Lord.
3rd-level Dracul feature Your Vampyre Lord form has the following traits:
You can only go 3 days without consuming blood before
you start gaining exhaustion from a lack of food, and while You sprout giant bat wings from your back, granting you a
you have exhaustion from a lack of food, you are Weakened. flying speed of 60 feet. While using this fly speed, you can
hover.
Dracul Blood Magic
You have resistance to bludgeoning, piercing, and
3rd-level Dracul feature
slashing damage.
You gain Sanguine Spells at the vampyre levels listed.
The first Blood Die you would expend each turn on a
Dracul Sanguine Spells feature other than Regeneration is not expended.
Vampyre Level Spells
If you end your turn with no Blood Dice while in your
3rd enhance abilitiy (self only), zephyr strike Vampyre Lord form, you revert to your true form.
5th haste (self only)
7th greater invisibility Once you Shape Change into your Vampyre Lord form, you
9th telekinesis must finish a long rest before you can Shape Change into this
form again.
Purest of Blood
3rd-level Dracul feature
The size of your Blood Die pool increases by an amount
equal to your proficiency bonus, and when you roll a 1 on a
Blood Die, you can reroll the die and must use the new roll,
even if the new roll is a 1.
Misty Hunt
6th-level Dracul feature
As a bonus action, you can transform into your Mist Form
and move up to 20 feet. You cannot end your turn in an
occupied space, and you remain in Mist form until the
beginning of your next turn.
You can also use this feature as a reaction in response to
taking damage. When you do, you gain resistance to all of the
triggering damage, unless it was radiant.
Once you use this feature, you must finish a short or long
rest before you can use it again, unless you expend three
Blood Dice to do so.
Bloodthirsty Spirits
6th-level Dracul feature
When you Blood Cast conjure animals while outdoors, you
can choose to summon 6 Giant Bats. Their Bite’s damage die
equals 1 Blood Die instead of 1d6.
Shapeless Anathema
3rd-level Ferrolord feature
While at least half your body is submerged in water, you
are Weakened, and when you take acid damage, you can’t
use Regeneration at the start of your next turn.
11
Wolf Form
6th-level Frostwraith feature
You can use Shape Change to become an arctic wolf. Your
Wolf form has the following traits:
Lineage of Ice
Frostwraith 10th-level Frostwraith feature
In icy tundras and frozen wastes, the coldest of the vampyres While in your Mist form, the first creature’s space you
hunt the most fearsome of prey. Frostwraiths carry the chill occupy on your turn takes 2 Blood Die cold damage. You can
of blizzards inside them, and freeze their mammoth-sized use your action to end your Mist form while occupying
quarry to savor in the long cold. another creature’s space, and you can automatically Grab the
target and make an unarmed strike with advantage against
Flaming Anathema them when you do.
3rd-level Frostwraith feature Your vampyre spawn also gain the following benefits:
While in extreme heat, you are Weakened, and when you
They have your Flaming Anathema feature.
take fire damage, you can’t use Regeneration at the start of
your next turn. They have resistance to cold damage.
Frostwraith Blood Magic Their Bite deals cold damage instead of necrotic.
3rd-level Frostwraith feature
They ignore difficult terrain caused by ice or snow, and
You gain Sanguine Spells at the vampyre levels listed.
they automatically pass ability checks to prevent falling
prone on ice.
Frostwraith Sanguine Spells
Vampyre While not Weakened, when they hit a creature with their
Level Spells Bite, the target must succeed on a Consitution saving
3rd grease (makes ice instead of grease), rime’s throw against your Blood save DC or have its speed
halved and be unable to take opportunity attacks until the
binding ice
end of the spawn’s next turn.
5th sleet storm
7th ice storm Chilled Pour
9th cone of cold 14th-level Frostwraith feature
You and your vampyre spawn have immunity to cold
Icy Veins damage. Also, when a creature fails its saving throw against
3rd-level Frostwraith feature your Bite, it is restrained until the end of your next turn.
While not Weakened, you can deal cold damage instead of When you force a creature to make the saving throw
necrotic when you hit a creature with your Bite. When you against your Bite, you can attempt to freeze their blood. If you
do, the target must succeed on a Consitution saving throw do, the creature to take 6 Blood Die cold damage on a failed
against your Blood save DC or have its speed halved and be save and is paralyzed for 1 minute. On a success, the
unable to take opportunity attacks until the end of your next creature takes half as much damage and is not paralyzed.
turn. A paralyzed creature repeats the saving throw at the end of
In addition, you have resistance to cold damage, you ignore each of its turns, taking 3 Blood Die cold damage each time it
difficult terratin caused by ice or snow, and you automatically fails. On a success, the creature is no longer paralyzed. If a
pass ability checks to prevent falling prone on ice. paralyzed creature takes fire damage, it has advantage on the
next saving throw it makes against this effect.
Arctic Spirits Once you attempt to freeze a creature’s blood, you can’t
6th-level Frostwraith feature again until you finish a long rest, unless you expend six Blood
When you Blood Cast conjure animals while outdoors, you Dice to do so.
can choose to summon 1 Polar Bear.
12
Ichorswarm Deep Spirits
6th-level Ichorblood feature
Made by Portergoth (@Reddit)
When you Blood Cast conjure animals while in a large
Perhaps furthest removed from the lineage of the First, the
body of water, you can choose to summon 1 Hunter Shark, 2
Ichorswarm migrated to the coastlines of the world, settling
Swarms of Quippers, or 3 Reef Sharks.
beneath the waves that lap their shores. Ichorswarm are oft
seen alongside the sharks they take after, and their sheer Lineage of the Sea
ferocity is second to none.
10th-level Ichorswarm feature
Drying Anathema As an action, you can determine the general location of any
creature with blood that doesn’t have all of its hit-points
If you go more than 48 hours without submerging yourself in
within 60 feet of you. While you are underwater, this radius
water for at least 1 hour (which can coincide with a short or
increases to 300 feet.
long rest), you are Weakened until you spend an hour
Additionally, when you deal piercing or slashing damage to
submerged in water. When you take poison damage, you
a creature with blood, you have advantage on any Survival
can’t use Regeneration at the start of your next turn.
checks made to track that creature until it regains at least 1
Ichorswarm Blood Magic hit point.
Your vampyre spawn also gain the following benefits:
3rd-level Ichorswarm feature
You gain Sanguine Spells at the vampyre levels listed. They have your Drying Anathema feature.
Ichorswarm Sanguine Spells They gain a swimming speed equal to their walking
Vampyre Level Spells speed.
3rd animal friendship, locate animals or plants While submerged in water, they have blindsight out to 30
5th haste (self only) feet.
7th control water
9th maelstrom While not Weakened, they don’t require a creature to be
grappled, restrained or incapacitated to target it with their
Aquatic Adaptation Bite attack. When they do, they regain half as many hit
points (rounded down) from the necrotic damage dealt.
3rd-level Ichorswarm feature
While not Weakened, you can Bite any creature with blood, Frenzied Feast
without requiring them to be grappled, incapacitated, or
14th-level Ichorswarm feature
restrained. When you do, you regain half as many hit points
While you have half or less of your Blood Dice remaining,
from the necrotic damage dealt, and you don’t regain an
you can use your bonus action to enter into a Blood Frenzy
expended Blood Die. If you Grab the target as part of this
for 1 minute. While your Blood Frenzy is active, you gain the
Bite, you can expend one Blood Die to sill deal damage.
following benefits:
Additionally, you have a swimming speed equal to your
walking speed, and while submerged in water, you have Once on each of your turns, when you make an unarmed
blindsight out to 30 feet. Sharks can also understand your strike attempting to Bite a creature, you can make another
speech, though you have no way to understand them in turn, unarmed strike as part of the same action, which must be
and you have advantage on any Animal Handling checks a Bite.
made to influence a shark.
When you hit a creature with a melee attack, you have
Shark Form advantage on the next melee attack you make against that
6th-level Ichorswarm feature creature before the end of your next turn.
You can use Shape Change to become a shark. Your Shark
You gain a number of special reactions equal to your
form has the following traits:
Constitution modifier. You can use one of these reactions
You can’t speak words or manipulate objects. each turn to make an opportunity attack, or move up to
your speed towards a hostile creature you can see when a
Your walking speed is 0 and your swimming speed is 50 turn ends.
feet.
Your Blood Frenzy ends early if you end your turn without
While submerged in water, you have advantage on melee making an attack or if a turn ends and you have all of your
attack rolls against any creature that doesn’t have all its Blood Dice. Once you use this feature, you must finish a long
hit points. rest before you can use it again.
If you have been out of water for 1 minute, you revert to
your true form.
13
Serpentiin Moreover, your vampyre features and Sanguine Spells ignore
resistance to poison damage and a creature’s immunity to the
Seeping venom from their fangs, the Serpentiin lineage takes poisoned condition if it has blood.
after mans eldest fear. Their bite delivers a payload of Your vampyre spawn also gain the following benefits:
paralyzing poison, and their heightened senses ensure no
prey escapes. They have your Sluggish Anathema feature.
Serpentiin Blood Magic While not Weakened, when they hit a creature with their
Bite, the target must succeed on a Consitution saving
3rd-level Serpentiin feature
throw against your Blood save DC or be poisoned until
You gain Sanguine Spells at the vampyre levels listed.
the end of the spawn’s next turn.
Serpentiin Sanguine Spells Ophidian Injection
Vampyre Level Spells 14th-level Serpentiin feature
3rd acid arrow, tasha’s caustic brew When you force a creature to make a saving throw against
5th bestow curse your Bite, you can forgo gaining a Blood Die to stun the
7th freedom of movement creature until the end of your next turn on a failed save.
9th contagion When you force a creature to make the saving throw
against your Bite, you can inject a larger amount of poison. If
Venomous Predator you do, the creature takes 7 Blood Die poison damage on a
3rd-level Serpentiin feature failed save, or half as much damage on a success. regardless
While not Weakened, you can deal poison damage instead of whether the creature succeeds or fails, if it then has 150
of necrotic when you hit a creature with your Bite. When you hit points or less, it is paralyzed.
do, the target must succeed on a Consitution saving throw A paralyzed creature repeats the saving throw at the end of
against your Blood save DC or take 1 Blood Die poison each of its turns. On a success, the creature is no longer
damage and be poisoned until the end of your next turn. paralyzed.
Addtionally, you have blindsight out to 10 feet, and you Once you inject a larger amount of poison, you can’t again
have a swimming speed equal to your walking speed. until you finish a long rest, unless you expend six Blood Dice
to do so.
Snake Form
6th-level Serpentiin feature
You can use Shape Change to become a poisonous snake.
Your Snake form has the following traits:
Slithering Spirits
6th-level Serpentiin feature
When you Blood Cast conjure animals, you can choose to
summon 1 Swarm of Poisonous Snakes, or if outdoors, 6
Giant Poisonous Snakes. Both of their Bites use your Blood
Save DC for their poison damage.
15
The Vampyre
By u/23BLUENINJA
Art Credits:
Greg Staples - Cover
Ilse Gort - pg 1
Anna Podedworna - pg 4
Steve Argyle - pg 6
Tommy Arnold - pg 8
Caroline Gariba - pg 9
Johann Bodin - pg 10
Wesley Burt - pg 11
Andrew Mar - pg 12
Yeong-Hao Han - pg 14
Lorenzo Mastroianni - pg 15
Cliff Childs - Back Cover