Part 1
Introduction
Created by:
Zoodud254
EldtritchKermit
DmDizzy
Hello D&D Hivemind!
I present to you, for your consideration and critique, my most ambitious class creation ever! The Vampire is something that I and my co-creators have spent a decent chunk of time on. This is a full Undead class with multiple Subclasses, with the core class fully translated from 5th Edition Vampires and a wide variety of vampire lore, including folkore and popular culture. Using your Blood Points (similar to a Monks' KI), you can do all kinds of crazy vampire tricks, such as hypnotize humanoids, turn into a bat or a Mist, and feed from the living. When I created the original Vampire class, I looked to folklore and mythology for the inspiration for the Subclasses; the Impaler, the Beastial and the Refined are all meant to evoke more classical or historic vampires.
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The Impaler, a more martially focused class that strikes true with both natural and wielded weaponary to inspire and terrifiy allies to fight harder.
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The Bestial, the classic "Man-Bat" transformation. A more hulking and primal vampire, they can control swarms of animals and gain the powers of creatures they consume.
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The Refined, a more elegant take on vampirism with additional Blood Points and the ability to cause long distance bleeding.
Update January 2023:
- The Mystical: a Psionic vampire based on both the jiang-shi/Chinese Hopping Vampires and psychic vampires.
As always, feedback and critiques are welcome! We spent a very long time on this class and I'm really proud of it, but as we're all aware, nothing is perfect. Jokes aside, the Vampire is a matter of great pride for me. I hope you enjoy it, and if you use it, please don't hesitate to let me know!
Version 6.5.2
This update revives the Mindful Title, orginally a UA Psionic vampire, to be more in line with Tasha's updated Psionic classes. It adds the Titles BP features. It also changes the Beastials' Transformation to last for 1 hour instead of one minute; no other subclass has such a large BP expenditure.
Art Credit
Revised with Art Credits on all pages
In the Dark of the Night...
But first, on earth as vampire sent,
Thy corpse shall from its tomb be rent,
Then ghastly haunt thy native place,
And suck the blood of all thy race;
There from thy daughter, sister, wife,
At midnight drain the stream of life;
Yet loathe the banquet which perforce
Must feed thy livid living corpse.- Lord Byron, The Giaour
Art Credit: Vampire by Andimayer
The well dressed woman laughs politely behind her elaborate fan. As her gentleman caller returns her laughter, she lowers her fan and exposes her smile...and her pointed fangs.
Lurking in the woods, the ranger moves stealthily toward his prey, unaware that the hunter has become the hunted. At least, unaware... until the shriek of the monster that has been flying above him signals his end. The last thing he sees is a pair of giant wings unfolding.
The commander stares at his hordes of men, brutal and savage as they plunder the land of resources, women, and drink. He turns his head to leave. As he does so, a man drunkenly staggers into him, laughing. With a casual flick of his wrist, the drunken man's neck is snapped, and the commander resumes his march.
Throughout history and the world, Vampires have been a terrifying force. Cloaked in darkness and mystery, these champions of shadow have taken many forms and committed many terrifying acts in the name of some greater evil. In this version, your vampire powers are tied to the very core of your being, while you claim your Title to truly seperate yourself from the rest of the rabble.
Titles, Not Bloodlines
Vampires are often alone in the world. The Majority of fledgeling vampires are left alone to fend for themselves, with no up-bringing or training in the ways of Vampiric life. Therefore, while developing their abilties and powers, they choose to claim titles over declaring bloodlines that would connect them to a world they know nothing about. This freedom allows the new Vampire to choose their own path.
Blessing or Curse
The power of the Vampire comes with many blessings that people would die for; eternal life, unnatural strength, magical powers, to name but a few. However there are many who claim that such gifts come at too high a cost; to lose ones humanity and drink the blood of other living things is a cost they cannot fathom. Others merely shrug; it's a living.
Creating a Vampire
When creating a Vampire, think about your character and how they relate to the world around them. Are they shunned in some way, due to either their vampiric appearance or how they act as a vampire? Do they view humans as prey, cattle, or simply a by product of something they have no control over? Do you come from a cursed family bloodline, a strange bite in the night, or something darker?
How did you contract Vampirism? Was it intentional, or an accident? Are you working to find a cure, or will you use your new powers to great effect in the quest for good, to ensure nothing like this happens to other innocents?
Vampiric Origins
Vampires have existed for hundreds of years, maybe even thousands. They have many locales and stories, and very few vampires are exactly alike (unless they've been roommates for hundreds of years). In addition to your Background, consider the following tables to help flesh out your fledgling Vampire.
Vampiric Tokens
d12 | Tokens |
---|---|
1 | The coins from a dead man's eyes. Whether or not they are mine are anyones' guess. |
2 | The Fang of a Feral vampire I killed. |
3 | A vial of blood substitute I created. I'm saving it for a dire circumstance. |
4 | A Hand of Glory (Light, once per day for 10 minutes) |
5 | The Collar of a dog I was forced to eat. |
6 | A sigil pin from a royal house. It isn't mine. |
7 | A Dagger made of glass. It shines dully in the firelight. |
8 | A pouch of dirt from my grave. It gives me comfort. |
9 | The skeleton of a small animal. It whispers things every so often. |
10 | A cape made of bat wings. It flutters with a life of its' own. |
11 | A ring with a jewel in it. It is covered in strange markings that could be a language. |
12 | A necklace with a glass sphere intead of a gem. It gives me glimpes of a person I do not know. |
Art Credit: Dark Bargin by Joel-Lagerwall
Bond
d6 | Bonds |
---|---|
1 | I care for one Thrall in particular and would do everything to ensure they have a happy life. |
2 | The Wilds call me. I feel free in the wilderness and cramped in the cities. |
3 | The blood of Royalty flows in my veins. I can call on them for help at any time. |
4 | I try to help people that I hurt in my past life. |
5 | Nothing satisfies me more than sinking my fangs into a victim. |
6 | My mentor, my teacher, the person who turned me; they are my greatest ally in the Realms. |
View of Humanity *
d6 | Views |
---|---|
1 | Humans disgust me. They aren't worthy to lick my feet. Not that I would let them. |
2 | They're alright. I've met some in my time that I can count among my friends. |
3 | Humans are cattle. They exist to be a food source. |
4 | I regret what I have to do, but in order to protect the many, I must feed from a few. |
5 | I was mortal once. Now, they are merely ripples in a pond. |
6 | I revealed my Curse to a human once. It taught me that they cannot be trusted. |
* In this case, Humanity refers to anyone who isn't a vampire, and includes all the races.
PART 2
The Vampire
The Vampire
Level | Proficiency Bonus | Features | Blood Pool Points | Blood Pool Features |
---|---|---|---|---|
1st | +2 | Sanguinare Vampiris, Blood Pool | 1 | 1 |
2nd | +2 | Blood Pool Features | 2 | 2 |
3rd | +2 | Title Feature | 3 | 2 |
4th | +2 | Ability Score Improvement | 4 | 2 |
5th | +3 | Extra Attack | 5 | 2 |
6th | +3 | Blood Pool Feature, Sanguine Talons | 6 | 3 |
7th | +3 | Title Feature | 7 | 3 |
8th | +3 | Ability Score Improvement | 8 | 3 |
9th | +4 | Blood Pool Feature | 9 | 4 |
10th | +4 | Detect Life | 10 | 4 |
11th | +4 | Title Feature | 11 | 4 |
12th | +4 | Ability Score Improvement, Blood Pool Feature | 12 | 5 |
13th | +5 | Unearthly Will | 13 | 5 |
14th | +5 | Night Cloak | 14 | 5 |
15th | +5 | Blood Pool Feature | 15 | 6 |
16th | +5 | Ability Score Improvement | 16 | 6 |
17th | +6 | Title Feature | 17 | 6 |
18th | +6 | Undaunted Shadowwalker | 18 | 7 |
19th | +6 | Ability Score Improvement | 19 | 7 |
20th | +6 | Vampire Lord | 20 | 7 |
/columnbreak
Quick Build
You can make a vampire quickly by following these steps; first, make Dexterity your highest score, followed by Charisma. Next, choose the Noble or Outlander Background.
Class Features
As a Vampire, you gain the following class features:
Hit Points
- 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
Proficiencies
- Armor: Light armor, Medium armor, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Charisma, Constitution,
- Skills: Choose two from Animal Handling, Deception, Insight, Intimidation, Nature, Perception, Religion, Sleight of Hand, or Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Pike and a simple melee weapon, (b) two martial weapons
- (a) Scale Mail, or (b) Leather Armor
- (a) a Crossbow or (b) a Longbow and 20 arrows/bolts
- (a) a dungeoneer's pack (b) an explorer's pack
- Your Vampiric token
Multiclassing
In order to quailify for a level in this class, you must have a Charisma score of 13 or higher. You gain proficiency with Simple and Martial weapons, and all of the features at 1st level.
Art Credit:
Transylvanian Castle by Derek Zabrocki
DM Note: Multiclassing into this Class
There are many reasons a character would like to become undead; never aging, a wide variety of abilities, supernatural powers. But it is not a task that should be undertaken lightly. The class presented in this book is meant to fulfill a function I, the creator, felt was lacking in the current RPG landscape; the ability to play a vampire on an equal playing field to a monster. Therefore, the act of becoming a vampire should have the appropriate weight and reverence behind it. The character is giving up their mortality in order to become what many view as a monster. Rituals, curses, blood rites, all are methods of becoming a vampire; the one thing your character should not do, however, is be able to pass on the curse through a single Bite. This should be arranged between You and your DM. I have left methods of creating Spawn as a Blood feature later in the class description, but if you wish to save the life of a friend via your curse, consider the Dhampir lineage as an alternative, otherwise you may find your fellow adventurers as dead as you are!
Sanguinare Vampiris
When you select this class at 1st level, you count as an Undead creature for all spells and abilities that affect or detect the undead. You do not need to eat or breathe and you do not age. Under the influence of Vampirism, you have the following effects:
Benefits:
- You have resistance to Necrotic Damage.
- You gain darkvision up to a range of 60 feet, if you do not already have it; if you have darkvision, it's range increases to 120 feet. If you already have Darkvision for this range, you can discern color in the darkness as if it were dim light.
- You need only sleep through a trance. This trance lasts as long as you wish, though you need only be in it for 6 hours to gain the effects of a long rest. In this state, you appear motionless, however you are aware of your surroundings. You can hear and smell as normal. You can end this trance at any time.
- Your bodily transformation grants you the use of two natural weapons: a pair of deadly claws and fangs. You can choose to use either Strength or Dexterity (which ever is higher) for your damage modifier when you make this attack. These natural weapons both share the finesse property, but possess different characteristics, described below:
Claws. Your Claws deal 1d4 slashing damage on a hit. When you successfully hit a creature that is no more than one size larger than you, you may choose to grapple it instead of dealing damage.
Bite. Your Bite can only be used to target a creature that is willing or charmed by you, grappled, restrained or otherwise incapacitated, such as sleeping. If at least one of the aforementioned conditions are met, make an attack roll as normal. On a hit, you deal 1d6 + your selected ability score piercing damage and an additional 1d4 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt by this Bite, and you regain hit points equal to that amount and Blood Points based on the target type. The Hit Point reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The necrotic damage increases as you gain levels, increasing to 1d6 at 6th level and then to 2d6 at 11th level. Biting creatures of Small size or larger will restore 1 Blood Point if the target is not a humanoid; humanoids restore 2 Blood Points. Undead and Constructs do not restore any Blood Points.
Regardless of how many attacks you are able to perform, you may only use your Bite attack once per round.
Art Credit:
I am Strahd by Felix Ortiz
Art Credit:
Vampire by gongcheng
Weaknesses:
- If you are hit in the heart by a weapon that deals piercing damage, you are paralyzed until it is removed. Your heart has an Armor Class equal to your AC + your Constitution modifier. If an attack misses your heart, it deals no damage to you. While you are paralyzed in this way, you have resistance to all damage except psychic.
- If you end your turn in running water, you take acid damage equal to your level. This cannot be reduced in any way.
- You may only cross the threshold of a home if you are invited in by a resident.
- You find natural bright sunlight painful. While in direct Sunlight or until the end of your turn after taking radiant damage, you have disadvantage on attacks and Wisdom (Perception) checks. You gain a level of exhaustion for each hour you spend in bright sunlight. You cannot gain more than 4 points of exhaustion in this way. Staying in dim light or darkness for 2 hours can remove additional levels of exhaustion above 1 gained in this way.
Blood Pool
Starting at 1st level, you have a pool of Blood Points that you may sacrifice to fuel your Vampiric Powers. Your Vampire level determines the number of points you have, as shown in the Blood Pool Points column of the Vampire table. You can spend these points to fuel various vampiric features.
Choose 1 feature from those listed and for which you fulfill the requirements. When you finish a long rest, you may swap one feature you have chosen for another that is available to you. This represents you honing your vampiric abilities to focus on certain areas. You may spend Blood points to use those features as directed. You learn an additional Blood Pool Feature at 2nd, 6th, 9th, 12th, 15th , and 18th levels. The level prerequisite refers to Vampire level, not character level.
Unless otherwise noted in the Feature Description, spending BP is an action on your turn. If the cost of the Feature is 0, it is a passive feature that is always in use. When you use a BP feature, you can spend up to your Proficiency Modifier in BP, where specified. At 10th level, you gain 1 additional Blood Point while Feeding. This bonus increases to 2 at 15th level.
You do not recover Blood Points after a short or long rest; you only recover them by Feeding or using your Bite attack.
Blood Pool Saves
Some of your Blood Pool features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
BP save DC = 8 + your proficiency bonus + your Charisma modifier
BP attack modifier = your proficiency bonus + your Charisma modifier
Feeding Rules
You can take a minute outside of combat to
Feed on a willing, charmed, or incapacitated
creature that isn't an Undead or Construct. When
you Feed in this way, the creature takes no damage,
but instead loses Hit Dice without rolling them.
You recover a Blood Point for each Hit Die lost in
this way; humanoids restore twice as much Blood
Points. When you feed on incapacitated or otherwise unwilling targets, you choose the number of hit dice lost
in this manner; willing creatures determine the Hit Dice.
When you Feed on a creature, you regain hit points equal to your Vampire level plus one roll of the creature's hit die.
In addition, you also regain a number of hit points equal to your Constitution modifier (Minimum 1) for every hit die the creature lost when you Fed on it.
At the end of each day, you lose one Blood Point if you have not consumed blood in the last 24 hours. If you have zero Blood Points, you instead must make a Wisdom save (DC = 10 + the number of days since you last consumed Blood) or enter a feral rage for 1 hour. While you are in this state, you must attempt to attack and drain any living creature you can find.
If you stay in your trance for longer than 24 hours, you instead lose Blood Points at a rate of one per week. This interval becomes one month at level 10, and one year at level 20. If you leave your trance after staying in it for longer than 24 hours, but have not completed at least one full interval, you lose one Blood Point immediately, with the normal consequences if you have none remaining.
Title
At 3rd level, you choose a Title to claim. You can choose between The Beastial, The Impaler, The Mystical, or The Refined. This title grants you features at 3rd level and again at 7th, 11th and 17th.
Ability Score Improvement
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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
At 5th level, when you take the Attack action on your turn, you can Attack twice instead of once.
Sanguine Talons
Starting at 6th level, your unarmed strikes, including your Bite, count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Art Credit:
Dracula by Andy Bui
Art Credit: Dracula Untold by joshcalloway
Detect Life
At 10th level, you may spend a Blood Point as an action to focus your will across the nearby domain for 1 minute. During this time, you can sense the location of all of the creatures of a particular type within 1 mile of you, choosing from the following list: Beast, Celestial, Dragon, Fey, Fiend, Giant, or Humanoid;. You can spend additional Blood Points to expand the type of creatures you can detect, to a maximum equal to your Charisma Modifier.
As an action, you can detect all Undead within the same range, without spending a Blood point.
Unearthly Will
At 13th level, your vampiric will is stronger than most mortals can comprehend. You gain proficiency in Wisdom saving throws and you have advantage on saving throws against being Frightened or Charmed. In addition, you are immune to effects that would Turn Undead.
Additionally, when you consume blood from a target with Spell Slots and/or the Innate Spellcasting trait, you have resistance to magical damage dealt by that targets' spells (not magical weapons they wield), and advantage on spells that require you to make a saving throw cast by that target.
Night Cloak
At 14th level, you can summon bats to shield and hide you. As a bonus action, you can spend 4 Blood Points to summon a swarm of bats from the darkest reaches of the night. These bats grant you temporary hit points equal to twice your level plus your Charisma modifier. While you have these temporary hit points, all attacks have disadvantage against you, and you gain a plus 10 bonus to Stealth checks.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Undaunted Shadowalker
At 18th level, your connection with the Shadowfell draws darkness towards you. During your long rest, the area around you for five miles begins to become overcast, as if you had cast Control Weather. A deep gloom settles over the land, and all outside light is dim, allowing you to walk freely during the day without gaining any levels of exhaustion. If you leave this 5 mile area, the gloom and clouds disperse after 3 hours and the sunlight returns.
Other effects of Shadowalker:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within the 5 mile radius wither, and their stems and branches become twisted and thorny. The closer you are to the center of the radius, the more withered plants become.
- Shadows cast within the 5 mile radius seem abnormally gaunt and sometimes move as though alive. The shadows become more active closer to the center of the 5 mile radius.
- A creeping fog clings to the ground within 5 miles of your location. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. The fog shifts more often as you approach the center of the 5 mile radius.
If you are killed or leave the 5 mile radius, these effects end after 1d4 days.
Vampire Lord
At 20th level, you gain the ability to unleash your full power as a Master Vampire upon your foes. Your Strength, Dexterity and Constitution scores increase by 4, to a maximum of 20 if they are not already higher.
Once per day as an action, you gain the following benefits for 1 minute:
- You gain a flying speed of 60 ft.
- You regain 10 hit points at the start of each turn, provided that you have at least 1 hit point. If you take Radiant damage, this trait does not function until the start of your next turn.
- Your unarmed strikes (including your bite) deal an additional d8 necrotic damage.
- As a bonus action on each of your turns, you may choose one creature within 60 feet of you. That creature must succeed on a Wisdom saving throw or be charmed by you until this effect ends. A charmed creature will regard you as a friend and do its best not to harm you or your allies. If you or your companions deal damage to that creature, it can repeat the saving throw, ending the effect on a success. If someone attempts to use Greater Restoration or similar magic to cure the charmed effect, they must roll a spellcasting ability check against your Blood Point DC. If they succeed, the charmed effect ends and that creature is immune to all your attempts to charm them for 24 hours.
Art Credit:
Vampire Lord by Konstantin-Vavilov
"Sometimes the World no longer needs heros. What it needs... is a Monster".
-Dracula Untold
PART 3
The Titles
The Beastial
Creature of the Night
At 3rd level, you can spend half your maximum Blood points (rounded up) to transform into a large, bat-like Creature and gain the following features for 1 hour:
- Your AC while in Creature form is equal to 10 + Your Dexterity + Your Constitution modifier. You cannot use a shield.
- You gain a number of Temporary Hit Points equal to your Charisma Modifier + half your vampire level when you Transform.
- Your Bite deals an additional 1d8 Necrotic damage on a hit.
- You gain a flying speed equal to your walking speed.
- Your unarmed Claw attacks increase to a 2d6 for damage dice.
- You have advantage on Wisdom (Perception) checks.
- You gain Blindsight for 30 feet.
Any clothing or equipment you are wearing melds into your Creature form; you cannot wield manufactured weapons while in this form. You have vulnerability to Thunder damage while in Creature form. If you are deafened, you lose your blindsight. You cannot recover or spend Blood Points while deafened or the turn after you have taken Thunder damage.
This Transformation ends early if you are knocked unconscious, killed, or stunned. You can couple this Transformation with Vampire Lord at 20th level. You can transform into a Creature a number of times per day equal to your Charisma modifier.
Once you use all uses of this feature, you can't use it again until you finish a long rest.
Unnerving Transformation
At 7th level, when you Transform into your Creature form, you Frighten all creatures in a 15 foot radius. These creatures make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. You have advantage on attack rolls against creatures that are Frightened of you.
Blood Frenzy
At 11th level, when you drop a creature to zero hit points while in Creature form, you can make an additional attack against another creature within your range as part of your Attack action.
Additionally, when you Transform, your size increases to Large.
Art Credit: Rampant Chiroptezar From Legends of the Cryptids
Greater Creature
At 17th level, your Transformation is truly terrifying to behold. You gain the following benefits when you Transform;
- Your Blindsight in Creature form increases to 60 feet.
- Your unarmed Claw attacks increase to 3d6.
- Your Bite damage increases to 2d8 necrotic damage.
- You have immunity to non-magical damage from weapons that aren't silvered.
- You gain a ranged spell attack that deals Thunder damage equal to your Claw Attack damage. Targets you hit with this attack have to make a Constitution Saving throw. On a failed save, the target is deafened. On a successful save, they take half as much damage and aren't deafened.
The Beastial
Blood Features:
Consumed Transformation
Prerequisites: Master of the Pack
Blood Cost: Varies
You can assume the form of an animal that you have Fed on. You spend Blood Points equal to the CR of the creature (maximum 1/3 your Vampire level, rounded down). This follows the same shapechanging rules as your Master of the Pack feature.
Hive Mind
Prerequisites: 10th level, Children of the Night
Blood Cost: 5
You can transform into a Swarm you can summon from Children of the Night. You retain all your physical and mental Ability scores, but assume the swarms size, shape, and traits. You can remain in this state for up to 1 hour, or until you are knocked unconcious or end it as a bonus action. You can split into up to 3 groups, but the groups cannot be more than 30 feet apart from each other. When you split in this way, you split your Hit Points as well, as though you had taken damage. If all 3 groups of your Swarm are destroyed, you are knocked unconcious. You must combine 3 swarms before you are able to reform.
Long Claws
Prerequisites: 3rd level.
Blood Cost: Varies
When you hit a creature with a Claw attack, you can spend Blood Points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number of Blood Points spent. The damage is of the same type dealt by the original attack.
Master of the Pack
Prerequisites: 3rd level
Blood Cost: Varies
You can use your Blood Points to transform yourself, as if using a Druid's Wild Shape. You can transform into the following animals for up to 1 hour, or until you end it as a bonus action; Raven, Giant Bat, or Dire Wolf. You expend a number of BP equal to the CR of the creature you are transforming into (minimum of 1). Your DM has these animals' statistics.
Overrun
Prerequisites: 5th level
Blood Cost: Varies
When you hit a creature with a Claw attack, you can spend Blood Points to attempt to knock the target down. You add the Blood Points spent to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw against your BP save DC. On a failed save, you knock the target prone.
Pouncing Attack
Prerequisites: 7th level
Blood Cost: Varies
When you make a Claw attack on your turn, you can spend Blood Points to increase your reach for that attack by 5 feet. If you hit, you add the Blood Points spent to the attack’s damage roll.
Scions of the Night
Prerequisites: 7th level, Children of the Night
Blood Cost: 0
When you use Children of the Night, your summoned Swarms or Wolves add your proficiency bonus to their attack rolls and damage rolls.
Art Credit: Bat deamon3 By peachiekeenie
Art Credit: Isengrim Faoiltiarna - The Iron Wolf By Marina Botylieff
The Impaler
Dreaded Warrior
Starting at 3rd level, you gain proficiency in Heavy armor and your hit point maximum increases by 3. It also increases by 1 whenever you gain a level in this class. You pick one of the following Fighting Styles:
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- 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, even if the new roll is a 1 or a 2. 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 second attack.
Flavoured Enemy
Beginning at 3rd level, when you Bite a living creature, it becomes your Flavoured Enemy. You may only have one Flavoured Enemy at a time. You have resistance against non-magical damage from your Flavoured Enemy. This lasts until you Bite a new creature, even if your current Flavoured Enemy dies.
In addition, you have advantage on Wisdom (Survival) checks to track creatures of the same type (or same race if humanoid) as your Flavoured Enemy, as well as on Intelligence checks to recall information about them.
Carnal Renewal
At 7th level, when you drop a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier plus your Proficiency bonus. If this creature is your Flavoured Enemy, these are instead regular Hit Points. In addition, you regain 1 Blood Point if you are not currently at your maximum.
Decree of Death
At 11th level, you instill terror in your foes and bloodlust in your allies. As an action, you can choose a number of creatures equal to your Charisma modifier that you can see within 60 feet of you:
- Those you designate as enemies make a Wisdom saving throw against your BP Save DC; on a Failed save, they are Frightened of you until the end of your next turn.
- Those you designate as allies have advantage on their next attack roll until the end of your next turn.
For each creature you choose to target exceeding your Charisma Modifier, you can spend an additional 2 Blood Points to include them in the Decree. Once you use this feature, you cannot use it again until you finish a short or long rest.
Merciless
At 17th level, you score a critical hit on a 19 or 20. You can spend 1 Blood Point as a bonus action to increase this to 18-20 for one minute, or until you score a critical hit on an 18.
Whenever you score a critical hit, you recover Blood Points as if you had used your Bite attack against the target (Minimum of 2).
The Impaler
Blood Features:
Armored Titan
Prerequisites: 7th level
Blood Cost: 1
While you are wearing Heavy or Medium Armor, you can spend 1 BP as a reaction to impose disadvantage on a single attack roll made against you.
Acquired Taste
Prerequisites: 3rd level
Blood Cost: 0
When hit your Flavoured Enemy with a Bite attack, you regain an additional Blood Point.
Blood Spike
Prerequisites: 3rd level
Blood Cost: 1
You create a spike of blood and fling it at one creature within range. Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the blood exploded must succeed on a Dexterity saving throw or take 2d6 necrotic damage.
Escape Route
Prerequisites: 5th level
Blood Cost: Varies
When you hit a creature with a weapon attack, you
can spend Blood Points to maneuver one of your comrades into a more advantageous position. You add the Blood Points spent to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Impaler’s Command
Prerequisites: 5th level.
Blood Cost: Varies
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you; you then spend the Blood Points. That creature can immediately use its reaction to make one weapon attack, adding the number of Blood Points spent to the attack roll.
Pointed Strike
Prerequisites: 3rd level
Blood Cost: Varies
Once on your turn, when you make a weapon attack roll against a creature, you can spend Blood Points as part of the attack action and add the number spent to the attack roll.
Sacrificial Summoning
Prerequisites: Summon Servant, 9th level
Blood Cost: 2
When you drop a creature to 0 Hit Points on your turn, you can use Summon Servant as a Bonus action by spending Blood points, instead of the normal action. At least one of the corpses you target to create these undead must be the creature you reduced to 0 hit points.
Art Credit
Vampire Strike By Konstantin-Vavilov
The Mystical
Psionic Talent
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
- Psionic Adaptations. When you make an attack with your Natural Weapons and the attack hits, you can choose to add your Psionic Energy Die to the damage of the attack as Psychic damage. If you do this for your Bite attack, you gain the Energy Die damage dealt as Temporary Hit points.
- Mind Melt. When you force a creature to make an Intelligence, Wisdom or Charisma Saving throw, as a reaction, you can roll your Psionic Energy die and subtract the number from the creatures’ roll.
Consumed Knowledge
At 7th level, when you Feed on a creature, you temporarily tap into the knowledge base that the creature possesses. You get a brief glimpse of the creature’s thoughts and memories, as if it had failed a saving throw against the Detect Thoughts spell. When you do this, choose one of the following;
- You gain proficiency in a skill that the creature knows; if you already have proficiency, you gain expertise (double your modifier).
- You learn 1 language that the creature knows. If the creature does not know a language, you cannot select this trait. If the creature cannot speak but knows a language, you can communicate with them as if using the Telepathy spell.
- You relive the life of the creature for the last 8 hours as if you were experiencing them through your own senses in one minute.
This feature lasts until you take a long or short rest. You can only benefit from one Consumed Knowledge at a time; when you feed on another creature, if you choose to benefit from this feature again, the previous benefit that you had is replaced by the one you just chose.
Art Credit
Jiang Shi's Revenge from DOTA 2.
Mind Over Matter
At 11th level, your Psionic powers constantly keep you afloat several inches above the floor. You cannot be moved against your will, and you are immune to the prone condition.
By spending 4 Blood Points, you can cast Levitate on yourself without concentrating on it for the full duration.
Transmute Blood. As a bonus action, you roll your Psionic Energy Die and gain a number of temporary Blood Points equal to the number rolled. These blood points expire after one minute. You use your temporary Blood Points before expending your actual Blood Points.
Soul-Eater
At 17th level, you can absorb the life force of nearby creatures. As an action, you choose a number of creatures you can see within 30 feet of you. These targets make an Intelligence saving throw, with disadvantage if you have previously hit them with one of your Natural Weapon or Unarmed strike attacks. On a failed save, the targets take 8d8 Psychic damage, and you recover 2 Blood Points for each creature that fails this saving throw. Creatures that succeed on this saving throw take half damage and you recover 1 Blood Point from them. You gain temporary Hit Points equal to half the damage a single creature takes from this feature; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
You can use this feature 3 times before needing a long rest.
The Mystical Blood Features
Astral Projection
Prerequisites: Mist Form & Misty Escape.
Blood Cost: 1
You can deal psychic damage to creatures while in your Mist Form. If you occupy the same space with or move through a creature while incorporeal, you can spend a Blood Point as a free action until the end of your movement. The creature makes a Charisma saving throw. On a failed save, they take damage equal to a roll of your Psionic Energy Die or half as much damage on a success; this does not expend the Psionic Energy die. You cannot deal this damage to the same creature more than once on your turn.
Chi-Drain
Prerequisites: 7th level.
Blood Cost: 3
When you make a Bite attack, you can spend a blood Point as a Bonus action; the target must make a Constitution saving throw. On a failed save, they take 1 level of exhaustion as you drain the life force from their body. You cannot increase the level of exhaustion above 2 in this way.
Dream Eater
Prerequisites: 3rd level, Blood Magic.
Blood Cost: 1
You can cast Sleep for 1 blood point instead of the normal two. At 6th level, you can cast it for two, instead of for four BP. If you take the Greater Blood Magic BP feature, you spend only 3 Blood Points to cast it at 3rd level, instead of five.
Prehensile Tongue
Prerequisites: None.
Blood Cost: Varies
Your Tongue lashes out toward a creature within 10 feet. Make an unarmed attack against the target. If the attack hits, the creature takes 1d6 necrotic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. You can spend Blood Points to increase the damage dealt by your Tongue by 1 per BP expended. You must do this after the attack hits but before knowing the damage rolled.
Toxic Breath
Prerequisites: 5th level.
Blood Cost: 2
As an action, you make a ranged spell attack against a target within 30 feet. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw; on a failed save, the target is Poisoned for 1 minute.
Art Credit:
Suvival僵尸-Concept Art 僵尸 02 by ART OF MAIIMOU
The Refined
Spellcasting
You are master of your reality, and your Blood responds, allowing you to manipulate your surroundings and the senses of others.
Cantrips
At 3rd level, you know two cantrips of your choice from the Schools of Enchantment, Illusion or Necromancy. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Refined table.
Spell Slots
The Refined table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Cause Fear and have a 1st-level and a 2nd-level spell slot available, you can cast Cause Fear using either slot.
Art Credit: Count Vladimir, League of Legends (Render) by PopokuPinguPop90
Blood background by Deathmajete
Spells Known of 1st
Level and Higher
You know two 1st-level spells of your choice from the Schools of Enchantment, Illusion or Necromancy.
The Spells Known column of the Refined table shows when you learn more Vampire spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from within the Schools of Enchantment, Illusion or Necromancy, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Vampire spells, since the power of your magic relies on your ability to project your will into the world via your Blood. You use your Blood Feature Attack Modifier and Saving throw for your Spellcasting.
Spellcasting Focus
You use your Blood or your Token as a spellcasting focus for your Vampire spells.
The Refined Spellcasting
Level | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
3rd | 2 | 2 | 2 | — | — | — | — |
4th | 2 | 2 | 2 | — | — | — | — |
5th | 3 | 3 | 3 | — | — | — | — |
6th | 3 | 3 | 3 | — | — | — | — |
7th | 3 | 4 | 4 | 2 | — | — | — |
8th | 3 | 4 | 4 | 2 | — | — | — |
9th | 3 | 5 | 4 | 2 | 2 | — | — |
10th | 3 | 5 | 4 | 3 | 3 | — | — |
11th | 3 | 5 | 4 | 3 | 3 | — | — |
12th | 3 | 6 | 4 | 3 | 3 | 1 | — |
13th | 3 | 6 | 4 | 3 | 3 | 1 | — |
14th | 3 | 6 | 4 | 3 | 3 | 2 | — |
15th | 3 | 7 | 4 | 3 | 3 | 2 | 1 |
16th | 3 | 7 | 4 | 3 | 3 | 2 | 1 |
17th | 3 | 7 | 4 | 3 | 3 | 2 | 1 |
18th | 3 | 8 | 4 | 3 | 3 | 3 | 1 |
19th | 3 | 8 | 4 | 3 | 3 | 3 | 2 |
20th | 3 | 8 | 4 | 3 | 3 | 3 | 2 |
Hemorrhagic Casting
At 3rd Level, you regain an extra Blood Point when you feed on sleeping, Charmed, or willing Humaniod targets. This increases to 2 at 7th level, 3 at 11th level, and 4 at 17th level.
When you cast a damage dealing Cantrip, the spell deals additional Damage equal to your Charisma Modifier.
Royal Lineage
At 7th level, you have an additional 5 Blood Points. This increases to 10 at 14th level for a total of 30 BP at 20th level.
You gain the Beguiling Gaze Blood Pool feature if you do not have it. This feature does not count against your total Blood Features.
Phantom Fangs
At 11th level, if a creature you can see is Charmed by you, or not at its' maximum Hit Points, you can make your Bite attack as a Ranged Spell attack against that creature from up to 30 feet away. You regain Blood Points and Hit Points as normal.
Blood of Lazarus
At 17th level, once per day, when you drop to 0 Hit Points, you can revive yourself with half your total Hit Points. When you do this, you lose all your remaining Blood Points, and cannot regain any until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest.
Art Credit:
Vampire Aristocrat by CG-Zander
The Refined
Blood Features:
Blood Ritual
Prerequisites: 5th level
Blood Cost: 0
When you choose this BP feature, you learn two 1st-level spells of your choice. These spells must have the Ritual tag. You can only cast these spells as a Ritual, but they do not cost you any Blood points to perform.
Exsanguination
Prerequisites: 9th level
Blood Cost: 0
As an action, you can expend a spell slot to recover Blood Points. The Number of BP is equal to the level of the spell slot expended.
Historic Consanguinuity
Prerequisites: 6th level
Blood Cost: 0
You can trace your lineage back to historic roots; choose a background. You gain all the features of that background in addition to the one you already posses. If you change this feature out for another, you lose the benefits of that background unless you retake this feature and choose the same background..
Just a Taste
Prerequisites: 7th level
Blood Cost: 2
Once on each of your turns when you miss with a natural weapon attack, you can make another natural weapon attack as part of the same action by spending Blood Points. If you do this for your Bite, you do not deal the additional Necrotic Damage.
Puddle of Blood
Prerequisites: 11th level
Blood Cost: 4
As an action, you create a large pool of blood on the floor in a 20 foot space that you can see. Any creature thats moves through or starts its turn in the blood takes 8d6 Necrotic damage. The Blood Pool is considered difficult terrian to enemy creatures. You can have up to 3 puddles active at one time; they last for 1 minute. During that time, if you are in a Puddle, you can travel from puddle to puddle as a Bonus action.
Smacktalk
Prerequisites: The Refined
Blood Cost: Varies
When you hit a creature with a weapon or single target spell attack, you can spend Blood Points to attempt to goad the target into attacking you. You add the Blood Points spent to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Swindling Strike
Prerequisites: 3rd level
Blood Cost: Varies
As a bonus action, you spend blood points and perform a feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the Blood Points spent to the attack’s damage roll.
Art Credit:
Vampire by lordstevie
Dark Castle by nataliebernard
The Refined Spell List
An Asterick * indicates a Homebrew spell, these are optional.
Cantrips (0 Level)
- Chill Touch
- Decompose*
- Encode Thoughts
- Friends
- Grave Scythe*
- Mind Sliver
- Minor Illusion
- Sapping Sting
- Spare the Dying
- Toll the Dead
- Vicious Mockery
1st Level
- Animal Frienship
- Bane
- Bless
- Cause Fear
- Charm Person
- Color Spray
- Command
- Compelled Duel
- Disguise Self
- Dispersal*
- Dissonant Whispers
- Distort Value
- False Life
- Heroism
- Hex
- Illusory Script
- Inflict Wounds
- Ray of Sickness
- Silent Image
- Sleep
- T. Hideous Laughter
2nd Level
- Animal Messanger
- Blindness/Deafness
- Blur
- Calm Emotions
- Crown of Madness
- Enthrall
- Gift of Gab
- Gentle Repose
- Hold Person
- Invisibility
- Jim's Glowing Coin
- Magic Aura
- Magic Mouth
- Mirror Image
- Mind Whip
- Phantasmal Force
- Ray of Enfeeblement
- Shadow Blade
- Silence
- Suggestion
- Zone of Truth
3rd Level
- Animate Dead
- Bestow Curse
- Catnap
- Enemies Abound
- Fear
- Fast Friends
- Feign Death
- Hypnotic Pattern
- Incite Greed
- Major Image
- Phantom Steed
- Revivify
- Speak with Dead
- Spirit Shroud
- Summon Undead
- Vampiric Touch
4th Level
- Blight
- Charm Monster
- Compulsion
- Confusion
- Dominate Beast
- Greater Invisibility
- Hallucinatory Terrain
- Phantasmal Killer
- Shadow of Moil
5th Level
- Contagion
- Creation
- Danse Macarbe
- Dominate Person
- Dream
- Enervation
- Geas
- Hold Monster
- Mislead
- Modify Memory
- Negative Energy Flood
- Raise Dead
- Seeming
- Synaptic Static
Art Credit: Vampires Awakening By DaiSanVisART
Decompose
Necromany Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
- Spell Lists: Cleric
You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.
Grave Scythe
Necromancy Cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: Instantaneous
- Spell Lists Cleric, Warlock, Sorcerer, Wizard
You conjure a spectral scythe made of ghostly green energy and swipe out at a creature within range. Make a melee spell attack against the creature to harvest their essence. On a hit, the target takes 1d10 necrotic damage, and you gain a number of temporary hit points equal to your Proficiency Bonus, which last until the beginning of your next turn.
At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Dispersal
1st level transmutation
- Casting Time: 1 reaction, which you take in response to being targeted by an attack by a creature within 60 feet of you that you can see
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Druid, Ranger, Warlock
You attempt to avoid an attack by transforming into a mass of small or tiny creatures, such as crows or snakes, for a few moments.
After you cast this spell, the triggering attack has disadvantage. If the attack misses, you may teleport to an unoccupied space that you can see within 15 feet of you, where you reform from the mass of creatures.
Art Credit: Devil Hand By Shen YH
Appendix
Blood Pool Features
Unless otherwise noted in the Feature Description, spending BP is an action on your turn. If the cost of the Feature is 0, it is a passive feature that is always in use. When you use a BP feature, you can spend up to your Proficiency Modifier in BP, where specified.
Agonizing Bite
Prerequisites: None
Blood Cost: 0
Your fangs become longer and deadlier. You add your Charisma modifier to the amount of Necrotic damage dealt by your Bite.
Assassin's Fangs
Prerequisites: 3rd Level
Blood Cost: 2+
You may use your Bite attack against a surprised or unaware target, even if they don't meet the normal requirements for your Bite. When you make a bite attack with advantage, you may spend two or more Blood Points to deal 1d6 additional piercing damage for every 2 Blood Points spent. The maximum number of additional damage dice you can gain in this way is equal to your Vampire level divided by 3 (rounded down).
Backstabber
Prerequisites: 5th level
Blood Cost: Varies
When you hit a creature with a weapon or spell attack, you can spend Blood Points to distract the creature, giving your allies an opening. The spell attack must hit only a single target. You add the Blood Points spent to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Batty Bat
Prerequisites: 14th Level
Blood Cost: 0
While Night Cloak is active, you gain resistance to all damage except radiant and psychic.
Beguiling Gaze
Prerequisites: None
Blood Cost: 2
Choose a humanoid within 30 feet of you. You can spend 2 Blood points to force them to make a Wisdom saving throw. If you or your companions have harmed the creature, they have advantage on the saving throw.
On a failed save, they are charmed by you and will regard you as a friend to be trusted, respected, and helped. They will not attempt to harm you, however they will not be willing to be harmed on your behalf. They are charmed for 1 hour, after which they are unaware you charmed them and will rationalize their actions as them being in a good mood or enjoying your company.
On a successful save, the target is unaware that you attempted to charm them but is immune to all your attempts to charm them for 24 hours.
Bilu Blood
Prerequisites: 4th Level
Blood Cost: 1
By spending a Blood Point, you can have your next unarmed Claw attack deal Acid damage instead of the normal Slashing damage.
Blood Barrier
Prerequisites: 3rd Level
Blood Cost: Varies
When you move, you can spend Blood Points as a reaction, adding the number spent to your AC until you stop moving.
Blood Magic
Prerequisites: 3rd Level
Blood Cost: 2-4
You learn 2 cantrips from the Warlock spell list. In addition, you may prepare a 1st level Enchantment, Illusion or Necromancy spell when you finish a long rest. Casting this spell costs 2 blood points.
When you reach 6th level in this class, you may prepare an additional spell of 2nd level that is in the school of Enchantment, Illusion or Necromancy. Casting a 2nd level spell in this way costs 4 blood points.
You may take this Feature multiple times to gain additional cantrips and prepare multiple spells.
Bloodthirsty
Prerequisites: Hemorrhaging Claws, 9th Level
Blood Cost: 1
By spending a Blood Point as part of your action when you make an unarmed attack against a target that has been damaged by your Hemorrhaging Claws feature, you can make the attack with advantage. You spend this BP each time you make this part of your attack action.
Booster-Shot
Prerequisites: 3rd level
Blood Cost: Varies
You can use a bonus action and spend Blood Points to infuse a companion with some of your undead ichor. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Blood Points spent + your Charisma modifier.
Children of the Night
Prerequisites: 3rd Level
Blood Cost: 1-5
You can use your Blood to summon a number of animals to you. You spend Blood Points equal to the number of animals or swarms you are trying to summon (Maximum of 5). You can summon swarms of bats, rats or ravens, or a wolf. You may spend a bonus action on each of your turns to command any animals or swarms you have summoned with this feature; if you command more than one, you must give them all the same command. You may either choose what the creatures will do on their next turn, or give a general command. The called creatures act as allies and obey your spoken commands to the best of their ability. The beasts remain for 1 hour, until you die or are knocked unconscious, or until you dismiss them as a bonus action.
Create Spawn
Prerequisites: 15th Level, Create Thrall
Blood Cost: 0
Once per week, when you kill a humanoid with your bite attack, you can bury the body. The following night, the body rises up as a Vampire Spawn under your control.
Your Vampire Spawn counts for your total number of Thralls. You can free a Vampire Spawn to create a full Vampire by feeding them some of your Blood. The newly created Vampire is under no obligation to serve you, but will attempt to assist you as best it can if properly motivated.
In order to create a Spawn, you must maintain this feature for the entire process.
Create Thrall
Prerequisites: 9th Level
Blood Cost: Varies
You attempt to control the mind and actions of a Humanoid target using your Blood. You spend a number of Blood Points equal to the CR of the target you are trying to control, to a maximum of your current level (minimum 1). If the creature consumes your Blood, it must succeed on a Wisdom saving throw or become charmed by you for the duration. On a failed save, the charmed target regards you as a trusted friend to be heeded and protected.
Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the control ends. Your Thrall is a willing target for your Bite attack. You do not have to spend BP on Draining Bite against your Thralls. The effect lasts 24 hours, until you are killed or knocked unconscious, are on a different plane of existence than the target, or you take a bonus action to end the effect. A remove curse, greater restoration, or wish spell also ends it.
As long as you are on the same plane of existence as a Thrall, you can telepathically send them commands from up to 10 miles away. If you leave this range, the Thrall continues to act normally and awaits your return until the effect wears off, having only a hazy memory of who you are and what happened to them.
You can expend Blood Points to increase the duration against a lower CR target; the duration increases to 10 days with 3 BP, to 30 days with 6 BP, to 180 days with 9 BP, to a year and a day with 12 BP, and it becomes permanent with 18 BP and can only be removed by the spells named above.
You may only Create one Thrall at a time. When the previous one expires or is killed, you may create a new one. If you permanently create a new Thrall, you may create a new one. You may have a maximum number of Thralls equal to your Charisma Modifier.
Creepy Crawler
Prerequisites: None
Blood Cost: 0
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Draining Bite
Prerequisites: None
Blood Cost: 2
Immediately after you take the Attack action to deliver an unarmed strike on your turn, you can spend 2 Blood points to Bite the target as a bonus action, regardless of the normal restrictions of your Bite attack.
Echolocation
Prerequisites: None
Blood Cost: 2
By spending Blood Points as an action, you gain Blindsight and Tremorsense for 30 feet for 1 minute. You cannot detect creatures behind full cover with this Blindsight
Fearful Aura
Prerequisites: 10th Level
Blood Cost: 2
You spend these BP as a bonus action. For one minute after you spend these BP, creatures that enter into a 10 foot radius around you for the first time make a Wisdom saving throw. On a failed save, they are frightened until the start of their next turn. On a success or after this effect ends, they are immune to this fear effect for 24 hours.
Frightening Strike
Prerequisites: 7th level
Blood Cost: Varies
When you hit a creature with a weapon attack, you can spend Blood Points to attempt to frighten the target. You add the Blood Points spent to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Greater Blood Magic
Prerequisites: 7th level, Blood Magic
Blood Cost: 5
You may prepare a 3rd level Enchantment, Illusion or Necromancy spell when you finish a long rest. Casting this spell costs 5 Blood points. You may take this Feature multiple times to prepare multiple spells.
Hemophillia
Prerequisites: None
Blood Cost: 0
Whenever you spend Blood Points, you recover 1 Hit Point. This does not stack with the amount of BP spent.
Hemorrhaging Claws
Prerequisites: 7th level
Blood Cost: 2
When you make an unarmed attack, you can spend your Blood Points as part of your attack action to have the target make a Constitution saving throw at the start of their turn. On a failed save, the target takes Necrotic damage equal to your Charisma Modifier at the end of each of their next turns for one minute.
Healing Saliva
Prerequisites: 3rd level
Blood Cost: 0-1
Your vampire saliva heals non-undead creatures, ensuring you can feed from them later. You can take an action to lick a wound; the creature gains 1d4 + your Charisma Modifer in Temporary Hit Points. By spending a Blood Point, you can convert those into regular Hit Points. You can do this a number of times equal to your Charisma modifier. Once you have used all uses of this Blood Pool feature, you can't use it again until you finish a long rest.
Knock Off
Prerequisites: 5th level
Blood Cost: Varies
When you hit a creature with an attack, you can spend Blood Points to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Blood Points spent to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Misty Escape
Prerequisites: 3rd level
Blood Cost: 2
When you are targeted by an attack from a creature that you can see, you can use your reaction to turn into mist, gaining resistance to the attack's damage and teleporting away to an unoccupied space that you can see up to 30 feet from you. You may also use this ability as a bonus action, but you gain no resistance to damage.
Mist Form
Prerequisites: 5th level, Misty Escape
Blood Cost: 2
You can use an action to turn into a Medium Mist by spending 2 Blood Points. While in Mist form, you can't take any Actions, speak, or manipulate Objects. You are weightless, you gain a flying speed of 20 feet, can hover, and can enter a Hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you cannot pass through water. You have advantage on Strength, Dexterity, and Constitution Saving Throws, and are reisitance to all nonmagical damage, except radiant damage.
Necrology
Prerequisites: None
Blood Cost: 0
You are immune to disease, poison, and the poisoned condition.
Nightstalker
Prerequisites: None
Blood Cost: 2
You can spend your Blood points to gain advantage on Dexterity (Stealth) checks for 1 hour.
Nimble Movement
Prerequisites: None
Blood Cost: 2
You spend these Blood Points as a Bonus Action; you can take the Dash, Disengage, or Dodge action as part of this Bonus Action on your turn after you spend these Blood Points.
Parry
Prerequisites: 5th level
Blood Cost: Varies
When another creature damages you with a melee attack, you can use your reaction and spend Blood Points to reduce the damage by the number of Blood Points spent + your Dexterity modifier.
Riposte
Prerequisites:
Blood Cost: Varies
When a creature misses you with a melee attack, you can use your reaction and spend Blood Points to make a Claw attack against the creature. If you hit, you add the Blood Points to the attack’s damage roll.
Sanguine Shield
Prerequisites: 3rd level
Blood Cost: 2
As a reaction to an attack, you may expend 2 or more Blood Points, up to your proficiency bonus. You gain a bonus to your AC equal to the number of Blood Points spent until the beginning of your next turn, including against the triggering attack.
Shapechanger
Prerequisites: 9th level
Blood Cost: 1
As an action, you can transform into a Tiny Bat or a Medium Wolf. While in bat form, you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. In wolf form, your speed is 40 ft, and you can't speak. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with it, but nothing you are carrying does. You revert to your true form if you die.
Shoving Attack
Prerequisites: None.
Blood Cost: Varies
When you hit a creature with an attack, you can spend Blood Points to attempt to drive the target back. You add the Blood Points spent to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Sparkly
Prerequisites: 6th level
Blood Cost: 2
You grow a strange covering over your skin that glitters in light. For each hour you spend in sunlight, you must spend Blood points to force yourself to resist the effects of sunlight. Each time you spend these Blood points, you sparkle dramatically for 1 minute, gaining disadvantage on Stealth checks.
Spies in the Night
Prerequisites: None
Blood Cost: 1
Once per short rest, you summon a Bat. Bats summoned by this feature can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. If you summon another Bat, the previous one vanishes.
Summon Gargoyle
Prerequisites: 7th Level
Blood Cost: 2
Once per long rest, by spending 2 Blood Points, you can summon a Gargoyle to fight for you. The Gargoyle is friendly to you and your companions for the Duration. Roll Initiative for the Gargoyle, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Gargoyle, it defends itself from Hostile creatures but otherwise takes no Actions. The Gargoyle disappears after 1 hour or if you dismiss it early.
Summon Servant
Prerequisites: 5th Level
Blood Cost: 1-5
You can animate an undead servant as an action. Select a pile of humanoid bones or a humanoid corpse within 10 feet, and spend a Blood Point; it becomes either a skeleton if you chose a pile of bones, or a zombie if you chose a corpse. The undead remains animate for up to one hour. At the end of this hour, you may spend a Blood Point as an action to reassert control of it; otherwise, it reverts to an inanimate corpse.
You may spend a bonus action on each of your turns to mentally command any undead you have created with this feature within 60 feet; if you command more than one, you must give them all the same command. You may either choose what the undead will do on their next turn, or give a general command, such as guarding a particular area. Once given a command, the undead will follow it until it has been completed.
An undead with no given command will do nothing but defend itself against hostile creatures. Starting at 11th level, you may select up to 3 corpses, spending 3 Blood Points to animate them all simultaneously. You may also choose to animate any of these corpses as ghouls rather than skeletons or zombies; it costs 3 Blood Points to reassert control over up to 3 ghouls, and you increase the number of zombies or skeletons you can reassert control over with a single Blood Point to 3. Additionally, at this level, you can instead spend 3 Blood Points to convert a single corpse that died within the last minute into a Vampiric Mist; this consumes the corpse. A Vampiric Mist remains under your control for only 1 minute before permanently dissolving, and this duration cannot be extended.
When you reach 15th level, you may spend 5 Blood Points to select up to 5 corpses when animating zombies, skeletons, or ghouls. You may instead animate only two corpses for the same cost in order to animate them as ghasts or wights. It costs 5 Blood Points to reassert control over up to 2 ghasts or wights; at this level, you may also reassert control over up to 5 skeletons or zombies using a single Blood Point, or up to 5 ghouls for 3 Blood Points.
Art Credit
Gargoyle for Pathfinder by kseniakoz
Supernatural Reflexes
Prerequisites: 7th Level
Blood Cost: 1
Your vampiric agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can spend a Blood point as a reaction and instead take no damage if you succeed on the saving throw, and only half damage if you fail. This point may be spent after you roll, but before the effects of that roll take place.
Supernatural Resilience
Prerequisites: 9th Level
Blood Cost: 0
Your vampiric curse strengthens your physical prowess. You gain resistance to bludgeoning, piercing and slashing from non-magical attacks.
Temporary Servant
Prerequisites: 7th level
Blood Cost: 3
When you drop a creature to zero Hit Points, you can spend Blood Points to temporarily gain control of its corpse. Choose a target that you can see. The corpse rises up, walks up to its movement speed to a space within attack range of the target, and makes a single attack from one of its available actions, after which it drops back down on the ground, lifeless once more.
Transfusion
Prerequisites: 6th Level
Blood Cost: 1
As a bonus action, you can spend a Blood Point to roll one of your Hit Dice and recover Hit Points as if you had rolled it during a short rest.
Undead Fortitude
Prerequisites: 11th Level
Blood Cost: 1
When you are reduced to 0 hit points, you can expend 1 Blood Point (no action required) to have 1 hit point instead.
Vampiric Agility
Prerequisites: None
Blood Cost: 0
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Your Base speed increases by 10 feet.
Art Credit: Vampire Dwarf By DevBurmark
What We Do in the Shadows
Prerequisites: 15th level
Blood Cost: 3
You can meld your essence into darkness itself. By spending 3 Blood Points as an action, you step into a shadow large enough to fully contain your body, melding yourself and all the equipment you carry with the shadows. You must use 5 feet of movement to enter a shadow. You instantly know the location of all other shadows within 500 feet and as part of the move used to enter the shadow, can either pass into one of those shadows or step out of the shadow you are in. You appear in a spot of your choice within 5 feet of the shadow that you chose, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the shadow you entered. If you are surrounded by darkness, magical or otherwise, it costs no movement for you to step between spaces, but you may only do so once.
You Are Who You Eat
Prerequisites: 5th level
Blood Cost: 0
When you feed on the same humanoid race consistently, you begin to absorb some of the traits of that race. After five or more Feedings on that humanoid race or subrace, choose a Trait from the list that the race or subrace that you have fed off most recently can access. You have permanent access to that trait as long as you maintain this Feature.
You cannot take traits that allow you to cast Spells or Innate Spellcasting; you cannot select Ability Score Increases or weapon proficenies as a trait. You may take a total maximum number of Traits equal to your Charisma Modifier. You can drop a selected trait at any time to gain a new one after the required amount of feedings.
If you remove this feature, you lose access to any previous gained traits; if you later regain this Feature, you must regain those Traits normally.
In the
Dark of
The Night...
But first, on earth as vampire sent,
Thy corpse shall from its tomb be rent,
Then ghastly haunt thy native place,
And suck the blood of all thy race;
There from thy daughter, sister, wife,
At midnight drain the stream of life;
Yet loathe the banquet which perforce
Must feed thy livid living corpse.- Lord Byron, The Giaour
Credits
The Vampire class was written and created by Zoodude254 (u/Zoodud254/zoodude254#9184) And u/EldtrichKermit, with support from the users on r/UnearthedArcana and the Discord I use for my Homebrews, Here There Be Monsters.
Huge thanks to the following Redditors: Auric877, Starlightwalker, Azaelwilliams, Paenamonium231, RedFistFlag, and dmdizzy for their excellent feedback and critque.
This class took inspiration from a variety of sources, but most notably:
- Skyrim's Dawnbreaker, Vampire Lord Transformation and perk tree
- Pathfinder's Blood of the Night Player Companion
- Encyclopedia of Vampire Mythology By Theresa Bane
- Grim Hollow Campaign Guide By Ghostfire Games
- GURPS: Blood Types By Steve Jackson Games
- Homo-Sangunius, Vampire Human By Sebastian McCoy, also known as DM Clockwork Dragon.
- Van Richten's Guide to Vampires From AD&D
- Fred the Vampire Accountant by Drew Hayes
- This Credits page was inspired by Chocolate Thunders' Evolutionist Class.
This document was created using the GM Binder.
Version History
- This is Version 6.5 of the Vampire. (Updated and readded the Mindful; now renamed the Mystical, after the UA class.)
- Release Date: January 2023