Vampire, Variant (5e Class)

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You are a monster, plain and simple. Once living, you either became the victim, willing or otherwise, of another vampire, and won your freedom, or you sought out the rituals to make yourself into what you are (from a merchant, dungeon, or learn from witches/high level magic users). Whatever the reason, you no longer draw breath, and find yourself hungering for the taste of mortal lifeblood. Whatever you came from, you are no longer what you were. The touch of the sun on your bare skin sears your flesh like flame, and you find yourself fighting against the urges inside of yourself that constantly call for satisfaction. Adventuring Vampires are those that have either become vampires independent of a master vampire, or has escaped the control of their creator vampire. They are amazingly capable fighters, moving in and out of combat, drawing from their victims the very life energy they hunger for, fuelling their undeath.

Creating a Vampire

When making a vampire character, consider how you first became a vampire. Where you an experiment for some mad wizard, did you seek the power yourself or where you taken in as a pet for some vampire lord? How did you gain your freedom, did you steal blood from your master or find another way to break their control? What lead your character to become and adventurer, to escape his/her past or perhaps find a cure? Work with your DM to set up a story on your characters rite of passage to the realm of undeath and speak with your party members to see if they would like to travel with a vampire. As far as backgrounds go it is up to you to pick a background more suited to your characters history.

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vampire level after 1st


Armor: None
Weapons: Simple Weapons, Shortswords, Longswords
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Stealth and choose any two


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

  • (a) Shortsword and a dagger or (b) Any simple weapon and a dagger
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) 10 darts or (b) Shortbow and 20 Arrows
  • (a) Common clothes or (b) Fine clothes with hood

Table: The Vampire

Level Proficiency
Features Crimson Points
1st +2 Child of the night, Blood if life, Vampiric reflexes 3
2nd +2 Once mortal, Unarmed Combatant 3
3rd +2 Vampiric Path 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 4
6th +3 Hidden Might, Charm 5
7th +3 Vampiric Path Feature 5
8th +3 Ability Score Improvement 6
9th +4 Undead Fortitude 6
10th +4 Enduring soul 7
11th +4 Vampiric Path Feature 7
12th +4 Ability Score Improvement 8
13th +5 Mist form 8
14th +5 Blood Lust 10
15th +5 10
16th +5 Ability Score Improvement 11
17th +6 Children of the Night 11
18th +6 Vampiric Path Feature 12
19th +6 Ability Score Improvement 14
20th +6 True Vampire 14

Vampire Save DC

Vampire Ability Save DC = 8+ your proficiency bonus + your Charisma modifier

Child of the night

Vampires appear just as they did in life, although their skin is often pale and cool to the touch, also their features are often hardened and feral, with the predatory look of wolves. Vampires can be easily recognised, for they cast no shadows and throw no reflections in mirrors. Starting at 1st level, you gain the following benefits and disadvantages.

-You are an undead creature. You are unaffected by anything that affects only living creatures.

-You don't need to breathe, which means you are immune to suffocation.

-You don't age and can't be magically aged.

-Unlike most undead, you do need to sleep. You sleep for 4 hours. However, a vampire can stay awake up to 10 days straight, but each day adds an extra hour of sleep need to be had. Example, staying up for 10 days requires 14 hours of sleep afterwards.

-You have darkvision of 120ft

-You have resistance to necrotic damage.

-Your are immune to disease.

-At 1st level,you regain hit points equal to your proficiency bonus at the start of your turn if you have at least 1 hit point and aren't in direct sunlight. This increases to 3 at 5th level, 5 at 11th level, and 7 at 17th level. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn.

-Sunlight Sensitivity You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

-You have vulnerability to radiant damage.

-If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take Half your level(rounded up) in radiant damage from the sunlight, and your move speed is halved. If you drop below 1 hit point from this damage, you are instantly killed and reduced to dust. Only a true resurrection or wish spell can revive you.

-You are not allowed to enter a residence without invitation from the occupants.

-If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.

Blood is life

Starting at 1st level, as an undead creature, you gain power and strength when you drain the life essence of other creatures. A gnawing hunger burns within your body and spirit, tempting you to descend into feral madness.

You have 3 Crimson points, these points are use to empower your abilities or let you use stronger attacks. You regain all spent Crimson points after a long rest.

-Once during a rest you can feed on an helpless or willing creature you can touch using 1 Crimson point and one of your hit dice to regain hit points equal to 2Ă—hit dice roll + Con Modifier + your vampire level. If this ability is used on a Tiny sized creature it dies afterwards. This does not work on constructs, elementals, oozes and undead. You regain use of this feature after you complete a short rest or long rest.

-As a free action, while you have a creature grappled you can spend a Crimson point to make a bite attack against the target, this attack uses Strength or Dexterity to hit and deals 1d6 Piercing damage and 3d6 Necrotic damage + Proficiency bonus and you may use your use one of your hit dice to regain hit points equal to the dice roll + Constitution + Proficiency bonus. This attack has no effect on constructs, elementals, oozes and undead. The damage for this attack increases as you level, 2d6 Piercing and 4d6 Necrotic at 6th level, 3d6 Piercing and 4d6 Necrotic at 13th level. If you don't have enough hit dice or Crimson points to spend to use this feature, you cannot use it.

-You may spend up to 3 Crimson Points to make a number of attacks equal to the points spent. You regain use of this feature after you complete a short rest or long rest.

-You may spend 3 Crimson Points to deal double damage on a attack you just made. You regain use of this feature after you complete a short rest or long rest.

Vampiric reflexes

Starting at 1st level, you move with preternatural grace and speed, making it difficult for your enemies to strike you.

-While you are wearing no armor you AC equals 10 + Dexterity + Charisma.

-You gain a climb speed equal to your walking speed. You can climb across a ceiling or similar surface as well.

-You can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your Vampire level

-Your movespeed increases by 10ft.

Once mortal

Starting at 2nd level, you were very likely something else before you became your new, vampiric self.

-Gain two Proficiency's with a type of weapon or armor or with a skill or with a tool/instrument of your choice.

Unarmed Combatant

Starting at 2nd level, you can make unarmed attacks with much greater effectiveness than most other combatants can, thanks to your vampiric nature.

-You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

-When you make a melee weapon attack, you can use your vampire unarmed strike instead of using a weapon which deals 1d4 slashing damage, this damage increases to 1d6 at 6th level, this damage increases to 1d8 at 10th level and 1d10 at 14th level.

-When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target. For this grapple you can use Dexterity (Acrobatics) instead of Strength (Athletics).

-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.

Vampiric Path

When you reach 3rd level, you commit yourself to a path: Shadow Stalker or Beguiler. Your Path grants you features at 3rd level and again at 8th, 12th, and 18th level.

Ability Score Increase(Vampiric Version)

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. Being a vampire makes your body capable of inhuman feats as such unlike normal classes you can increase an ability scored above 20 but not above 24 with this feature.

Extra Attack

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

Hidden Might

At 6th level, though you might show no outward signs of it, the curse that transformed you into an undead creature grants you physical power from the force of your personality alone.

-Your unarmed attacks count as magical for the purpose for overcoming magic resistance.

-Your instinctive 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.


At 6th level, you gain the following ability: Charm. You target one humanoid you can see within 30 feet of you. If the target can see the you, the target must make a Wisdom saving throw or be 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, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you go unconscious, are on a different plane of existence than the target, or takes a bonus action to end the effect. You can use this ability an amount equal to your proficiency modifier. You regain all uses of this feature when you finish a short or long rest.

Undead Fortitude

Starting at 9th level, you can use your bonus action to spend 2 Crimson points to end one effect on yourself that is causing you to be charmed or frightened.

Enduring soul

Starting at 10th level, your undead nature works despite your intentions to preserve your unlife.

-While you are below half of your maximum Hit points, you gain temporary hit points equal to your Charisma modifier + half your vampire level at the start of each of your turns. If your hits points is above half your maximum hit points this feature ends. If you take radiant damage or suffer a critical hit, this feature does not function until the end of your next turn.

Mist Form

At 13th level, when you are hit by an attack or spell, you can spend a Crimson Point and use your reaction to become under the effects of the gaseous form spell until the end of your next turn. You can end the effect as a free action or sustain the effect as a action for up to 1 hour. You cannot use this feature again until you have finished a long rest.

Blood Lust

Starting at 14th level, you gain a bonus to the damage rolls of your melee equal to your Charisma modifier.

Children of the Night

Starting at 17th level you can Spend 4 Crimson Points as an action magically call 2d4+1 swarms of bats or rats, provided that the sun isn't up. While outdoors, you can call 3d6+1 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. While the summoned creatures are within 30ft of you their attacks are treated as magical for the purpose for overcoming magical resistance. Once you use this feature it cannot be used again until you have completed a long rest.

Also when you are not in direct sunlight, you can use your bonus action to Spend 1 Crimson Point to polymorph into a Tiny or giant bat or back into your true form. While in bat form, your can't speak, your walking speed is 5 feet, and you have flying speed of 60 feet. Your mental statistics remain the same, however your size and speed change to suit your new form. Anything you are wearing transforms with it. You revert to your true form if the you die.

True Vampire

At 20th level, You become immune to necrotic damage and gain resistance to non-magical damage from bludgeoning, piercing, and slashing weapons. You gain a fly speed equal to your walking speed. You also gain legendary resistance which can be used once per long rest.

Shadow Stalker

You have grown fond of the darkness around you, it very aspect comforts you. The shadows dance for you and the darkness hides your weaknesses, you have become one with the shadows themselves.

Shadow Manipulator

Beginning at 3rd level when you pick this path, you gain the ability to control the shadows and use the darkness to your advantage.

-You double your proficiency bonus in stealth checks and you can hide as a bonus action in dimlight or darkness.

-As a bonus action on your turn you can mark a target with its own shadow for up to a minute (you can only have one target marked at a time), marked target takes an addition 1d8 necrotic damge the first time it is hit by you each turn. This damage increase to 2d8 at 10th level.

Dark Atonement

Starting as 7th level, as an action you can Spend 2 Crimson points swarm a target that you have marked within 30ft with nearby shadows the target must succeed a Constitution saving throw or take 4d8 Necrotic damage + Charisma modifier and be stunned until the the end of their next turn, if the target saves it takes half damage and is not stunned. You can spend addition Crimson Points up to a maximum of 5 to increase the damage by 2d8 per additional point.

Shadow Leap

At 11th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Eternal Shadow

Starting at 18th level, your existence in a twilight state between life and death makes you difficult to defeat. Whenever damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You cannot use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.


While most vampires prefer to hide in the shadows or deep in a dungeon, you prefer the finer things in unlife and are not afraid to show your face. Beguiler vampires often become nobles or lords of lands and tend to mingle with other humanoids while hiding their turn form.


Starting at 3rd level, you gain proficiency in deception and persuasion, if you are already proficient in both double your proficiency bonus on deception and persuasion checks.


Starting at 3rd level, your self-admiration and desire has empowered you to the practice magic. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots per Spell Level
- Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Cantrips: At 1st level, you know friends and two cantrips of your choice from the wizard spell list. When you cast Friends, targets do not know that you influenced them with magic and do not become hostile. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the vampire table.

Spell Slots: The Vampire table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these vampire spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher: You know three 1st level wizard spells of your choice spells on the wizard spell list. The Spells Known column of the Vampire Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class. you can learn one new spell of 1st, 2nd, or 3rd level. The spells you learn at 4th, 8th, 12th, 16th and 20th level can come from any school of magic.

Spellcasting Ability: Charisma is your spellcasting ability for your vampire spells, since the power of your magic relies on your ability to manipulate the power of life to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Master of Enchantment and Illusions

Beginning at 7th level, when you use an Enchantment spell on another creature they cannot tell if you have used magic on them or not should the spell fail or its duration finish. In addition creatures have disadvantage on investigation(Int) checks to see through your illusions. You can also spend a number of Crimson points equal to the spells level to give creatures disadvantage on the saving throw of a Enchantment or Illusion spell you cast on this turn.

What is this Trickery?

Starting at 12th level, as a bonus action on your turn you can make a charisma based check against a target creature within 10ft against their passive insight, should you roll higher than the creatures insight it grants advantage to you and your allies within 10ft of the creature until the start of your next turn.

Charming Allure

At 18th level, You can spend 2 Crimson Points to target one creature you can see within 60 feet as an action. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be 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, it takes your requests or actions in the most favorable way can, and it is a willing target for you drink blood from it. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 7 days or you are killed, is on different plane of existence than the target, or takes a bonus action to end the effect.


After being denied humanoid blood for long periods of time you begin to become blood crazed, slowly loosing you mind in favor of a stronger body, some vampire do this by choice others are forced into this with out a choice, either way the experience is not pleasant. (This subtype is an optional rule/subtype that should only be taken if the DM allows for it).

Bestial Fury

Starting at 3rd level, you can use a bonus action to attack with your unarmed strike via two weapon fighting, you can add your ability modifier to the damage of that attack. You can now use your bite attack against targets that are not grappled and in place of unarmed strikes. If you hit with at least two bites attacks in a turn you may also apply rending to it.

Vampire Bite

At 3rd level, you are able to bite an enemy as a melee attack on a willing creature, a creature that is grappled, incapacitated, or restrained. This bite deals 1d6 piercing damage plus 3d6 necrotic damage and restores half the damage rounded down in hit points to the you. If at full hit points, you can gain tempory hit points up to a max limit of 5 times your level. You add your charisma modifier or dexterity modifier to the damage roll. The Vampire Bite attack counts as magical. At Higher Levels. At 5th level the bite does 2d6 damage, at 11th level the bite piercing damage does 3d6, at 18th level the bite does 4d6. A humanoid slain in this way can be resurrected the following night as a vampire spawn under the your control, the amount of vampire spawn equal to your charisma modifier


Starting at 3rd level, whenever you hit a target with two or more unarmed strikes, you can rend the target for 1d6 slashing extra damage. This damage increases to 2d6 at 6th level, 3d6 at 13th level.

Instil Fear

Starting at 7th level, if you kill a target with a bite attack, as a reaction can you instil fear into all hostile creatures that can see or hear you within 30ft, the creatures must make a Wisdom saving throw or be frightened of you for 1 minute, they may repeat the save at the end of each of their turns. A creature that saves against this ability is immune to it for 24 hours.

Blood Crazed

You have become obsessed with consuming blood and will do anything to get your next fix. Starting at 12th level when you kill a creature you regain hit points equal to your vampire level + your Constitution modifier and as a reaction you can move up to your speed to the nearest hostile creature.

True Monster

You have become a truly horrible creature, starting at 18th level when you roll for initiative and have no Crimson points remaining, you regain 4 Crimson points.


Prerequisites. To qualify for multiclassing into the Vampire class, you must meet these prerequisites: 13 Dexterity and 16 Charisma.

Proficiencies. When you multiclass into the Vampire class, you gain the following proficiencies: Stealth.

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