|Level||Proficiency Bonus||Features||Vampiric Dice|
|1st||+2||Undead Bloodsucker, Vampire Weaknesses, Spider Climb, Blood Drain||1|
|2nd||+2||Sanguine Strike, Vampiric Charm||1|
|3rd||+2||Vampiric Trait, Sharp fingered||2|
|4th||+2||Ability Score Improvement,||2|
|5th||+3||Additional Weaknesses, Additional Vampiric Trait, Shapechanger||3|
|7th||+3||Additional Vampiric Trait||4|
|8th||+3||Ability Score Improvement||4|
As a vampire, you gain the following class features.
- Hit Dice: 1d8 per vampire level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st
- Armor: None
- Weapons: Simple weapons, rapiers, whips, shortswords, hand crossbows
- Tools: None
- Saving Throws: Charisma, Constitution
- Skills: Choose two from Arcana, Deception, History, Insight, Indimidation, Perception, Religon, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, or (b) two shortswords, a whip, or a simple melee weapon.
- (a) a hand crossbow and 20 bolts or (b) any simple ranged weapon
- 5 vials filled with blood, an explorer's pack or a dungoneer's pack.
As a vampire, you gain access to special vampiric powers that require vampiric dice to use. You have a number of vampiric dice as indicated in the Vampiric Dice column above. You cannot use more than 1 feature that consumes vampiric dice during your turn. Your Vampiric Die increases according to the Vampiric Die table.
You regain all expended Vampiric Dice at the end of a long rest. The DC for your vampiric die features is equal to:
(8 + your proficiency modifier + your Charisma modifier)
Your creature type changes from humanoid to undead. You still benefit from any racial traits or abilities you have. You gain resistance to necrotic damage, and you gain darkvision out to 60 ft. If you already have darkvision, its range increases to 120 ft. You don't need to eat, drink, or sleep, instead drinking 1 vial worth of blood per day for sustanence. Using your blood drain is also sufficient sustanence.
You have no reflection in a mirror. You are immune to disease. When you aren't wearing armor or holding a shield, your AC equals 12 + your Dexterity modifier.
Additionally, you have fangs. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
As you delve deeper into vampirism, you inherit the weaknesses of vampires.
Forbiddance. You cannot enter a residence without invitation from one of its occupants.
Garlic & Holy Adversity. You sense the presence of garlic or holy items within 30 feet of you. You cannot willingly end your turn within 5 feet of such objects.
Harmed by Running Water. Starting at 5th level, you take acid damage equal to your vampire level when you end your turn in running water.
Sunlight Hypersensitivity. You have disadvantage on attack rolls and ability checks while in direct sunlight. Starting at 5th level, you take radiant damage equal to your vampire level when you end your turn in direct sunlight. The effects of this feature can be ignored if you protect yourself from the sun in some way (a large brimmed hat for example).
Stake to the Heart. Starting at 5th level, if a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.
You can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.
As an action, you can expend one of your Vampiric Dice to bite an incapacitated creature, a fresh corpse, or a willing target, drinking their blood and healing yourself. Roll your Vampiric Dice to determine the number of hit points healed. The creature takes necrotic damage equal to the number of hit points you healed. This feature has no effect on creatures that have no blood.
Starting at 2nd level, when you hit a creature with a melee weapon attack or unarmed strike, you may expend one Vampiric Die to deal additional necrotic damage to the target. The additional damage equals the amount rolled on your Vampiric Die. When you use this feature, you regain a humber of hit points equal to your vampire level plus your Charisma modifier.
Starting at 2nd level, you may expend one of your Vampiric Dice to attempt to charm a humanoid that you can see within 30 feet. The target must make a Wisdom saving throw or become charmed by you.
The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, they take your requests or actions in the most favorable way they can, and are a willing target for your blood drain.
Each time you or your companions do something harmful to the target, they can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours, or until you die, are another plane of existence than the target, or end the effect as a bonus action. You can only have 1 charmed target at a time. If you charm a new target, the effect on the previous target ends.
Starting at 3rd level, claws or stilettoed nails grow on the end of your fingers. They are natural weapons with the finesse property, which you can use to make unarmed strikes, dealing a base 1d4 slashing damage, instead of the bludgeoning damage for a normal unarmed strike.
At 3rd level, you gain a Vampiric Trait of your choice. Traits are detailed at the end of the class description. You gain a second trait at 5th level and a third at 7th level.
Starting at 5th level, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your normal form.
While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your other statistics remain the same. Anything you are wearing transforms with you, but nothing you are carrying does.
While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, can hover, has a flying speed of 20 feet, and can pass through another creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, when you are reduced to 0 hit points, you are instead reduced to 1 hit point and enter your mist form until the end of your next turn. When this effect triggers, you can immediately teleport up to 60 feet. After this effect triggers, it cannot be triggered again until the end of your next long rest.
At 9th level, you gain the regenerative powers of a vampire. Once per turn, you can expend a hit die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). This trait doesn't function if you are in sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.
At 10th level, when you roll initiative, you regain 1 vampiric die if you don't have any left.
If a vampiric trait has prerequisites, you must meet them to acquire it. You can acquire the trait at the same time you meet its prerequisites.
Prerequisite: Kill a mayor, lord, or similar political figure by impaling them on a spear, stake, or similar impaling object.
- You are proficient with the spear, stake, or similar impaling objects. You gain a +1 bonus to attack and damage rolls with spears, stakes, or similar impaling objects.
- As an action on your turn, you may target one creature that you can see within 30 feet. The target must make a Dexterity saving throw or be impaled by a giant stake and take piercing damage equal to two times the result of your vampiric die. If the stake hits, you regain a number of hit points equal to your vampire level.
You learn three 1st level spells from the cleric, bard, wizard, sorceror, or druid spell list of. You can use your to expend a vampiric die to cast a spell of 1st level or lower. At 5th level, you learn two additional spells from the class spell list you chose, and you can cast spells of 3rd level or lower with your vampiric die. Use your vampiric die save DC for spells you cast in this way. Your spell attack bonus for spells cast in this way is equal to your proficiency modifier plus your Charisma score.
Prerequisite: Charisma 13 or higher
- You have advantage on persuastion checks.
- You can telepathically communicate with a creature charmed by your vampiric charm so long as you are on the same place of existance.
- A creature charmed by your vampiric charm obeys your verbal or telepathic commands. If the target recieves a suicidal command, they can repeat the saving throw to avoid being charmed. If the charmed creature is on the same plane of existence as you, you can see or hear through its senses as if they were a familiar summoned by the find familiar spell.
Lord of the Night
As an action, you can expend a vampiric die to summon a swarm of bats, or a wolf. At 5th level, you can summon 2 swarms, or 2 wolves. At 9th level, you can summon 3 swarms, 3 wolves, or 1 dire wolf. Each summoned creature appears in an unoccupied space within 30 feet of you. Summoned creatures obey your verbal commands, and last up to 1 hour, until they are reduced to 0 hit points, until you die, or until you dismiss them as a bonus action.
Prerequisite: Kill a female humanoid less than 25 years of age and bathe in their blood.
- You gain a +1 bonus to attack and damage rolls against humanoid females.
- Immediately before taking the attack action on your turn, you can expend a vampiric die to empower your attacks. For the rest of your turn, when you hit a creature with a melee attack, they take an additional 1d6 damage of the attack's type, and you heal 1d4 hit points. The damage and heaing increase to 2d6/1d6 at 5th level, and 3d6/1d8 at 9th level.
Vengance of Lilith
Prerequisite: Kill a humanoid child before their first birthday
- As a bonus action, you can cause wings to sprout from you back, granting you a flying speed of 50 feet. You can dismiss the wings as a bonus action.
- Unarmed strikes with your claws base damage die increases to 1d8.
- When you take the attack action on your turn, you can use a bonus action to make an unarmed strike with your claws, so long as you have at least one hand free to do so.
Prerequisite: Level 5
- Your melee weapon attacks with bladed weapons, your claws, or your bite score a critical hit on a roll of 19 or 20.
- Once per turn, when you hit a creature with a melee weapon attack, you gain temporary hit points equal to half your vampire level (rounded down).
Prerequisite: Level 5
You can polymorph into a Medium wolf when you use your shapechange feature. Anything you are wearing transforms with you, but nothing you are carrying does. Polymorphing into a wolf expends a vampiric die.
While in wolf form, you gain the following benefits:
- You can't speak.
- You have advantage on perception checks that rely on hearing or smell.
- You can use your action to make a bite attack against a creature within range. If the attack hits, the target takes necrotic damage equal to the result of your vampire dice, and you gain temporary hit points equal to your vampire level.
- Your bite attack's base damage die increases to 1d8.
- Immediately before making a bite attack, you may leap up to 10 feet to your target. When you do so, the attack deals an additional 1d8 damage.
- Once per turn, when you make a bite attack, you may use your tounge to attempt to grapple the target. If the grapple is successful, both you and the target are restrained.
When you are reduced to 0 hit points, you may expend all of your remaining vampiric dice, and you are reduced to 1 hit point instead of 0. All creatures within 10 feet of you must make a Constitution saving throw, taking necrotic damage equal to the total result of all vampiric dice used on a failure, or half as much on a success.
When you use this feature, you regain a number of hit points equal to your level. Once you use this feature, you can't use it until you finish a long rest.
Prerequisite: Kill a paladin, cleric, or other holy person
- You gain resistance to radiant damage.
- Your AC increases by 1 when you aren't wearing armor.
- When you take damage, you may use your reaction to expend a vampiric die. You gain temporary hit points equal to the result rolled on the vampiric die (applies before triggering damage), and creatures of your choice within 5 feet take necrotic damage equal to your vampire level.
- Once per turn, when you hit an enemy with an attack you have advantage on, the attack deals an additional 2d6 damage of the attack's type.
- You have advantage on stealth checks.
- You may use your bonus action to expend a vampiric die, becoming undetectable. For the next minute, you and everything you are wearing or carrying become invisible and make no noise unless you wish so. When you make an attack roll or cast a spell, the effect ends. While under the effect, if you make an attack roll against a creature and the attack hits, it is a critical hit.