Vampire, Seraph Variant (5e Class)

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Vampire, Seraph Variant[edit]

You awake to hear a door open, and a shadow pass in front of a light, You look around, you see no one so you go to go back to sleep when you feel a prick on your neck, all you can see is a shadow stuck to you, you feel your life draining away. You awake the next day to a burning sensation on your leg, You quickly figure out that you have been turned to a vampire, unable to face the sun, yet you feel stronger, quicker... better.

That night you go into the town looking for blood, what normally would've stopped you is replaced by a thirst for blood. 3 cops stop you, where that normally would've made you run you see this as an opportunity and drink them dry before they can even blink...

The Fall of Humanity[edit]

In the Year 2290 humanity started to dabble in forbidden magics. Specifically they started to look into channeling demons into weapons, swords to be exact. In the midst of all of this happening a young woman made a breakthrough in her search for power. She perfected these weapons, in the midst of all this 5 people died and one man found a way to resurrect his friends. However this had a price, The woman died and the end of the world came. The trumpets of the apocalypse sounded and vampires rose up to overthrow the human race. You were one of the lucky ones, you were turned to a vampire and used the very last time machine to escape this apocalyptic world, arriving whenever your campaign would take place.

Creating a Vampire, Seraph Variant[edit]

Do you want to be a selfish damage dealer with loads of health, How about having warlock level spells while having good unarmed melee attacks? If so you've chosen the right class. Vampires have high health, and good damage at higher levels, however the spells that come with the class make you very selfish and not helpful to a party that always needs healing.

Quick Build[edit]

You can make a Vampire quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the criminal background.

Note do not pick the vampire race while using this class, you were and forever will be whatever race you were before you were turned.

Class Features

As a Vampire you gain the following class features.

Hit Points

Hit Dice: 1d12 per Vampire level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Vampire level after 1st


Armor: light
Weapons: One-Handed Swords and unarmed strikes
Saving Throws: Charisma , Dexterity
Skills: Pick 6 from persuasion, deception, sleight of hand, perception, performance, acrobatics, and athletics.


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

  • Vampiric Blade
  • Dark Cloak
  • (a) explorers pack or (b) 2 Hand crossbows and 30 bolts or (c) A Greatsword

Table: The Vampire

Level Proficiency
Cantrips Known Spell Slots Spell Level Features
1st +2 2 2 1 Turn, Speed, Bloodthirsty, Blight Of Sun, Claws, Vampiric Casting
2nd +2 2 2 1 UV Patch
3rd +2 4 4 1 Archetype, Sneak Attack
4th +2 4 4 1 Ability Score Improvement
5th +3 4 4 1 Archetype Feature
6th +3 6 6 2 Sharpened Claws
7th +3 6 6 2 Life Drain
8th +3 6 6 2 Ability Score Improvement
9th +4 6 6 3 Unnatural Beauty
10th +4 6 6 3 Archetype Feature
11th +4 6 6 3 Respected Elder
12th +4 6 6 3 Ability Score Improvement
13th +5 6 6 4 Archetype Feature
14th +5 6 6 4 Tempered Claws
15th +5 8 8 4 Archetype Feature
16th +5 8 8 5 Ability Score Improvement
17th +6 8 8 5 Full Drain
18th +6 8 8 5 Archetype Feature
19th +6 8 8 5 Ability Score Improvement
20th +6 8 8 5 Master's Claws, DayWalker


At Level 1 They do 2d6 slash, when you gain an upgrade (Sharpened,Tempered,Master's) you add 1d6 to the previous damage.

Ability Score Increase[edit]

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.

Vampiric Casting[edit]

Your Vampiric Sword drinks your blood dealing 1d4 damage and casts spells with 1 spell slot higher than at what you casted it at.

Blight Of Sun[edit]

When in Direct Sunlight You take 1d4 Damage


Each day you need one pint of blood or you gain 2 Exhaustion points


You gain the ability to turn other players to Vampires (Use as a Spell)

UV Patch[edit]

You no Longer have Blight Of the Sun, but lose 2 health (per level ex 2 = 4, 7 = 14) while wearing it.

Life Drain[edit]

You gain the ability to deal 5d10 necrotic damage once per long rest, latching your teeth into your opponent and drinking their blood, you regain half the damage you deal.

Unnatural Beauty[edit]

You've been around a while and learn to charm anything. You gain advantage on all Charisma Checks on Beings that can feel love.

Respected Elder[edit]

Undead everywhere hear of your strength, when fighting undead creatures you gain advantage

Full Drain[edit]

You gain the ability to drain a person of all of their blood. This takes 3 turns of being on their neck sucking there blood without being knocked off. Each turn you both make a Strength check to see if they shake you off.If done successfully you regain all of your health and gain their hp as temp hp.

Day Walker[edit]

You No longer take blight of the sun without the UV patch

Bond Maker[edit]

First Bond

At level 3 You are taught the art of bonding.You bond with an animal of your choice, it has to be medium or smaller with a Challenge Rating of 1/4 or less. Their perception rolls and what they see you now see.

Second Bonding

At level 5 You perfect bonding with animals you now can bond with a large animal of your choice, their Challenge rating can be up to 1, You gain their features and abilities.

Human Bond

At level 10 You learn to bond with more complex creatures. You can now bond with a Lvl 4 fighter from any race, You get their racial bonus' while with them.

Vampiric Bonding

At level 13 You learn to turn someone safely, You can now turn your humanoid bond mate into a vampire, changing their class and while with you you each gain a bonus 1d4 to all rolls.

Fiendish Bond

At level 15 You contacted a fiend and can now bond with a Fiend, it gives you resistance to fire, lightning, cold, and poison damage. You also deal 2d6 fire damage with each attack. Your fiend cannot influence other people or things other than you.

Experienced Bonder

At level 18 You learn to bond with upto 2 creatures at a time, if you bond with the same type of creature the effect doubles.


Vampiric Power

At level 3You partake in more vampire blood. You gain advantage on all creatures with opposing alignments to you. When you roll damage against them You reroll 1's and 2's


At level 5 You kind learned of your taboo power and exiled you, you lose the UV patch, but you gain +3 to all stealth rolls.


At level 10 Years of experience with your new power leads you to gain an extra attack against creatures with the opposite alignment.

Pain Endurance

At level 13 as a result of the pain you have endured, after a short/long rest you gain an extra 1d20 temp hp.

Elder Training

At level 15 You train with older more experienced vampires, gaining an extra attack, they also teach you the DayWalker perk

Ages Toll

At level 18 you gain an extra attack.

Vampire Spell List[edit]

You know all of the spells on the basic Warlock spell list and additional spells based on your subclass.


Prerequisites. To qualify for multiclassing into the Vampire, Seraph Variant class, you must meet these prerequisites: 13 Str, 13 Dex, 10 Con, 10 Int, 10 Wis, 13 Chr

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