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 learnt 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 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: 1d10 per Vampire level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vampire level after 1st


Armor: None
Weapons: Simple Weapons
Tools: Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Stealth and choose any other 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
  • 10 darts
  • (a) Common clothes or (b) Fine clothes with hood

Table: The Vampire

Level Proficiency
Features Crimson Points
1st +2 Child of the night, Bloodlust Hunger, Vampiric reflexes 3
2nd +2 Once mortal, Unarmed Combatant 4
3rd +2 Vampiric Path 6
4th +2 Ability Score Improvement 8
5th +3 Extra Attack 10
6th +3 Hidden Might 11
7th +3 Vampiric Path Feature 12
8th +3 Ability Score Improvement 14
9th +4 Undead Resistance 15
10th +4 Mist form, Mesmerize 16
11th +4 Vampiric Path Feature, Extra Attack x2 17
12th +4 Ability Score Improvement 18
13th +5 Undying Fortitude 19
14th +5 Children of the Night 20
15th +5 Bloody Awakening 21
16th +5 Ability Score Improvement 22
17th +6 Enduring soul 23
18th +6 Vampiric Path Feature 24
19th +6 Ability Score Improvement 26
20th +6 True Vampire 30

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.

-Your creature type becomes undead.

-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. When you take a long rest, you must spend at least two hours in an inactive, motionless state, rather than sleeping. (You must also either be standing straight up, but vampires prefer to hang vertically.) In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

-You have darkvision of 60ft, If you already have darkvision instead increase it by 30ft.

-You have resistance to necrotic damage.

- You are immune to disease.

-Sunlight Sensitivity You have disadvantage 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. 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.

-If you are splashed with a large amount of Holy water, you must make a Dc 15 con saving throw. On a fail you take 2d10 Acid damage and are stunned untill the beginning of your next turn. If you succeed you take half damage.

-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.

Bloodlust Hunger

Starting at 1st level, as an undead creature, you gain power and strength when you drink the blood of other creatures. A gnawing hunger burns within your body and spirit, tempting you to descend into feral madness, if not properly maintained.

You start with 3 Crimson points and gain more as you level. These points are use to empower your abilities or let you use stronger attacks. You regain spent crimson points by feeding on living creatures. Depending on there size you regain different amounts of crimson points.

-As a bonus action, you can make a bite attack against the target to perform a quick lesser version of your Feed ability, this attack uses Strength or Dexterity to hit and deals 1d4 Piercing damage and 1d6 Necrotic damage. Ths attack is considered a natural weapon attack, and you are considered to be proficient with it. With a successful Bite you can regain crimson points depending on the size of the creature.

  • Small creatures replenish 1 crimson point, and double if they are killed in this way.
  • Medium creatures replenish 2 crimson points, and double if they are killed in this way.
  • Large creatures replenish 4 crimson points, and double if they are killed in this way.
  • Huge creatures replenish 8 crimson points, and double if they are killed in this way.

This attack has no effect on constructs, elementals, oozes and undead. The Necrotic damage for this attack increases as you level, 2d6 Necrotic at 6th level, 3d6 Necrotic at 13th level, 4d6 Necrotic at 18th level.

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 your AC equals 10 + Dexterity modifier + Charisma modifier.

At 2nd, your move speed increases by 10ft.

At 4th level, 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

At 6th level, you gain a climb speed equal to your walking speed. You can casually walk or run across ceilings and walls.

At 8th level, You gain an additional 10ft of movement. You can also now use the spell "Misty Step" out of combat at will. While in combat, you can use it at the cost of 4 Crimson points.

At 10th level, 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. You also get a permenent boost to your ac as long as you are using your Unarmored ac formula. This Bonus is a +1.

Once mortal

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

-Gain three Proficencies 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 17th.

-When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

-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, Beguiler, or Savage. Your Path grants you features at 3rd level and again at 8th, 11th, 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 22 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, this increases to three times at 11th level.

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 great physical power. Your unarmed strikes gain a +1 bonus to hit and damage rolls and are considered as magical for the purpose for overcoming magic resistance. Additionally your critical attacks for claws and bits are now on a 19-20.

Undead Resistance

Starting at 9th level, you gain advantage on effects that would cause you to be charmed, frightened, or paralysed. You can also spend 1 Crimson Point as a reaction to end one charm or frightened condition affecting you. With this your vampire defenses begin to strengthen your mind and body, You may add your charisma Modifier to all saving throws.


Starting at 10th level, You can force a creature out of combat to roll a wisdom saving throw. If they fail, you can look into there eyes and Mesmerize them. Allowing you to gain advantage on any dialogue related skill check. You can perform this an amount of times equal to your Charisma Modifier, per long rest.

  • Additionally once per long rest you can perform a Feeding Mesmerize. This allows you to gain all of your crimsons points on any creature as long as they are of medium or larger size, and you drink all of there blood. Thus killing them.

Mist Form

At 10th level, when you are hit by an attack or spell, 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 short rest or long rest.

Undying Fortitude

At 13th 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 + damage amount bellow 0). 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.

Children of the Night

Starting at 14th level you can as an action spending 4 Crimson Points 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 and they gain a bonus to attack and damage rolls equal to your charisma modifier. 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/giant bat, into a dire wolf. You can revert back into your true form as a bonus action. 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 regardless of which form, 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.

Bloody Awakening

At 15th Level, Your choice Strength, Dexterity and Constitution scores become 18 if they are not already, if they are above 18 increase the ability value by 2 (max of 22). You also gain life sense which allows you to see the light that most living creatures emit in addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 30-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light—you can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 60-foot radius, and the radius doubles again for each additional size category larger than Medium. This life sense does not work on Constructs, Elementals and Undead.

Enduring soul

Starting at 17th, your undead nature works despite your intentions to preserve your unlife. While you are below half of your maximum Hit points, you regen hit points equal to your vampire level at the start of each of your turns. If your hits points are above half your maximum hit points or you are at 0 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.

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 a legendary resistance which can be used once per long rest.

Vampire Crimson Abilities

Level 1

Superiour Darkvision
"1 crimson Points"

You gain an additional 120ft to your Dark vision, as a bonus action for 1 minute.

Vampire Truth Gaze
"2 Crimson Point"

As an action, you can look into a Humanoids eyes within 5ft of you, and immediately tell if they are lying or telling the truth.

Sleep Breath
"3 Crimson Points"

As an action you can blow a bloody breath on a single target within 5ft of you, causing a magical slumber. Roll 10d8: the total is how many hit points of creatures this breath can affect (ignoring unconscious creatures). The creature affected by this breath falls unconscious until the breath ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead, Constructs and creatures immune to being charmed aren't affected by this breath.

Level 6

Shadow Stealth
"4 Crimson Points"

A veil of shadows and silence radiates from you, masking you from detection. For the duration, you have a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Crimson Heal
"2 Crimson Points"

You bit your own flesh and drain your crimson magic to heal yourself, as a bonus action. You can heal yourself for 1d8+ Charisma Modifier. You can spend an additional 2 crimson points to gain an additional 1d8 to the healing. To a maximum of 4d8 extra healing (5d8 total, which costs 10 crimson points.

Vampire Telepathy
"3 crimson Points"

As a bonus action, when you make eye contact with any single creature within 30ft of you, you can talk with them through there mind. They in turn can communicate with you through theirs. This Ability bypasses any language barriers, as long as the creature you wish to contact can understand at least one language. This requires concentration to maintain, and can be maintained for 1 Minute or until deactivated as a free action.

Vampire Blood Transfer
"2 Crimson Point"

As an action, on a creature within 5ft of you, you can poor your own blood down there throat to heal them. You heal them equal to 1d4+ Your Charisma Modifier. You can increase this effect by 1 Crimson Point to add an additional d4 to the heal, up to a max of 6d4. The amount they are healed, you take the same in damage as you are poring your life force into there body.

Level 10

True Seeing
"8 Crimson Points"

As an action, you gain the ability to see things as they actually are. For the duration, you have truesight. You notice secret doors hidden by magic, any invisible object or creature, the true form of any Illusion or shape-shifted object and creature, and can see into the Ethereal Plane, all out to a range of 120 feet.

Paralyzing Touch
"5 Crimson Points"

Using an action, you can touch a single creature and they must succeed on a wisdom saving throw, or be paralyzed. Until the end of your next turn. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Curse Bite
"6 Crimson Points"

You Bite a creature, and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute. When you use this bitten curse, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. At the end of your next turn in combat, the creature can make Wisdom saving throws at the end of there turn. Ending the effect of the curse.

Level 17

True vampire Knowledge
"8 Crimson Points"

You cast the Spell 'Scrying' as an action.

Hypnotizing memory Gaze
"10 Crimson Points"

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this effect ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the effect ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the effect ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Vampire Spawn Creation
"20 Crimson Points"
  • As an action you cast the spell 'Create undead'. However the creatures must have died within 48 hours, with your blood in there system.

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

Vampiric Paths

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.

-By spending crimsom points you can cast the following spells as innate spells. • 2 point Hunters mark • 3 points Darkness • 3 points Silence • 3 points Pass without trace • 3 points Shadow Blade

At 7th level you can also cast the following spells innately. • 4 points Vampiric Touch • 4 points nondetection • 5 points Shadow of Moil

Dark Atonement

Starting as 7th level, you gain the ability to steal a creatures shadow and place it under your control. As an action for 3 crimson points you can force a target you can see within 60ft that is casting a shadow to make a Charisma saving throw. On a successful save it takes 2d10 necrotic damage. On a failed save its shadow detaches from it and becomes a shadow that obeys your commands until the creature or the shadow is destroyed. Your Shadow gains additional hit points equal to your level and it also adds your Charisma bonus to its AC, Saving throws and its attack and damage rolls. You can only have one shadow at any given time and it cannot cause other shadows to spawn from the body of creatures it slays. As an bonus action you can cause the shadow to explode which destroys it but causes the creature that you stole the shadow from to succeed on a Constitution saving throw or take 4d10 Necrotic damage and be stunned until the the end of their next turn, if the target saves it takes half damage and is not stunned.

Shadow Form

At 11th level, As a action, a shadow vampire can change into an animate shadow as long as they are not in direct sunlight. While in this form you gain, resistance to acid, cold, fire, lightning, thunder damage, a fly speed equal to your walking speed, you are immune to any effect that would cause you to become exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone or restrained, advantage on all Stealth checks in shadows, dimlight or darkness, you can move through a space as narrow as 1 inch wide without squeezing, the damage type of all your attacks changes to necrotic and deal an a extra 1d10 damage on all attacks you make, you ignore necrotic resistance and you can teleport between solid shadows within a range of 100ft. This lasts for 10 minutes or until you end it as an action. Once you use this ability it cannot be used again until you complete a long rest.

Shadow of the Colossus

At 18th level, as an Action costing 6 Crimson points you can call forth an Shadow of a non-undead creature that you can see within 30ft of you to come to life, the creature must make a charisma saving throw , on a successful save it takes 4d10 necrotic damage and nothing happens. On a failed save the creatures shadow manifests, the shadow has all the creatures statistics except for its hp, which is equal to 5 times you vampire level and it does not have any lair actions, legendary actions or legendary resistances. Roll initiative for the shadow, which has its own turns. It obeys your verbal commands and lasts for 10 minutes or until you dismiss it as a bonus action.


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.


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 4 3 - - -
4th 3 5 3 - - -
5th 3 5 3 2 - -
6th 3 6 3 2 - -
7th 3 6 4 2 1 -
8th 3 7 4 2 1 -
9th 3 7 4 2 1 -
10th 4 7 4 3 1 -
11th 4 9 4 3 2 -
12th 4 9 4 3 2 -
13th 4 10 4 3 2 -
14th 5 10 4 3 2 -
15th 5 12 4 3 3 1
16th 5 13 4 3 3 1
17th 5 14 4 3 3 1
18th 6 14 4 3 3 2
19th 6 16 4 3 3 2
20th 6 18 4 3 3 2

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 the first time you use it on them every 24 hours. 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 long rest.

Spells Known of 1st Level and Higher: You know four 1st level wizard spells of your choice spells on the wizard spell list. The Spells Known column of the Vampire Spell casting 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 must come from the enchantment, illusion and necromancy schools only.

Spell Casting Ability: Charisma is your spell casting 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 spell casting 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 The Mind

Beginning at 7th level, when you use an Enchantment or illusion 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 you add your charisma modifier to all your saving throws while your are not incapacitated.

Born Majesty

Starting at 11th level you can transform into your true monstrous form as an action, all your gear and magic items can either meld into the form unless you choose for them not to. You grow one size larger, your melee and ranged weapon attacks deal extra dice of damage and you have advantage on all strength and dexterity checks. If you cast a spell on your turn you can make a melee attack as a bonus action.

The first time a creature within 30ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Good and neutral creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Evil creatures that fail this saving throw are charmed by you for 1 minute, a creature charmed this way is not under your control but will remain in awe of you for the duration. Any damage that you or your allies deal to the creature automatically ends the effect. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action. You can only use this ability once per long rest.

Charming Allure

At 18th level, You can spend 2 Crimson Points to target a number of creatures equal to your Charisma mod that you can see within 60ft 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 favourable way can, and it is a willing target for you to 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.


Savage vampires are undead consumed by their thirst for blood. Feral and brutish, these vampires stalk the wild reaches of the world like starving animals, gaining power over degenerate scavengers and abandoning their coffins for filthy, darkened holes. Although they often slake their thirst on animals, humanoid hunters and civilised travellers make just as savoury meals. However some of these individuals end up living amounst druids and other fey and learn to use their power to defend the lands from those who would destroy it, of course these is all just a way to feed with out being harassed by adventurers. (This subtype is an optional rule/subtype that should only be taken if the DM allows for it).

Feeding Frenzy

Starting at 3rd level, you can use a bonus action to spend 5 Crimson points to enter a feral frenzy of blood lust. While frenzied you deal an additional Necrotic damage equal to your current unarmed attack damage die with your claws. And are resistant to weapon damage types that are not silvered. Additionally you have advantage on roles against any effect that would charm, control or Frighten you. This Frenzy lasts for 1 minute or until you either fall unconsious /or turn to dust.

-However while in your Frenzy you must continue to attack all creatures close to you even when your enemies are slain. As a bonus action you can attempt a DC 15 Wisdom saving throw, to snap out of your Frenzy. If your hp is below half the DC for this saving throw is now 18. If you are below 10 hp the Dc is 22. Greater Restoration from another creature can be used in place of the saving throw.

Keen Hearing and Smell

Starting at 3rd level, a savage vampire gains the to track creatures by noise and scent. You gain proficiency in survival and have advantage on Wisdom(Perception) checks that rely on hearing or smell.

Sharp fangs and claws

Starting at 7th level, your fangs and claws are much larger when you become furious for blood. You deal Additional dice when you land your Critical hits with either your claws or fangs. They will get an additional dice when you land a Critical hit. This increases to 2 additional dice at 13th level, and 3 additional dice at 17th level.

Savagery Unbound

Starting at 11th level you can transform into a complete horrid form as an action and using 10 Crimson points. Your claws/teeth grow much larger and sharper all your gear and magic items can either meld into the form. While in this form you cannot be wearing armor or be wielding a shield. You also gain the following benefits; you are considered to be under the effect of the 'Haste' spell, the damage dice of you unarmed attacks/bite attacks is now 1d12, and when you slay a creature while in this form you gain temporary hit points equal to your level. When first time a creature within 60ft sees you in this form they must make a wisdom save throw (your allies can choose to automatically succeed this saving throw). Creatures that fail the saving throw become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The form lasts for 10 minutes or until you you end it as an action. At 20th level this ability grants you the following traits, Extra Attack(2) and Necrotic damage now heals you instead of you being immune to it. Once you use this ability it cannot be used again until you complete two long rests.

Dread Eye

At 18th level, you can cripple an opponent's mind just by looking into his or her eyes. As a action by spending 5 crimson points, you can target one creature within 30ft and it must succeed on a charisma saving throw or immediately be affected as if by the spell 'feeblemind'.


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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