Vampire, prestige variant (5e Class)

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Trudging through the murky swamp, the halfling tries to comfort herself by humming a tune. She swears she keeps seeing eyes in the dark. The same red eyes each time. Something is following her. She hears wood snap above her, and looking up she comes face to face with a monstrous, pale, red eyed lizardfolk, perched atop a tree branch, mouth open and saliva dripping down. It was the last thing she ever laid her eyes on.

A human guard stands vigilant atop a great wall. Looking down, he can hear no sign of trouble. He only turned away for a second before he felt two claws grab his shoulders from out of nowhere, pull him into the air, and then drop him from hundreds of feet. Plummeting and screaming, he only catches a glimpse of a winged creature flying overhead in the night sky.

It had been a wonderful night at the party. With effort, the drunken elf stands up and heads to the door, before he's stopped by one of the other party members. "Excuse me sir, do you know when the sun will set?" This confused the elf, as it was already night. When he turned to look at the mans face, he could only see eyes under the hood. Something came over him, and he found he coudn't look away. "Would you follow me, please?" He couldn't think straight. All he could do is obey. The man lead him outside behind the house. He felt the man grab him, as two needles poked into his neck.

Though their appearance and behavior may differ, all 3 examples were of the same horrid monster; A vampire. Some lean into the monstrousness of their condition, while others take a more subtle approach, using subterfuge and magic to trick their dinner into giving in. They are an incredibly diverse race of monster, thanks to the nature of their disease. Vampires are ruthless hunters, skilled magicians and masters of deception.

A Bloodborne Pathogen[edit]

Vampirism is cause by the cursed disease Porphyric Hemophilia, which can only be transferred through blood. When bitten, the disease doesn't take effect until a few days later. During this time, it's possible for the disease to be cured. Once the disease has taken full effect however, it's nearly impossible to be rid of. The disease is no ordinary disease. It bears a necromantic curse, which it transfers to it's host; altering it both genetically and magically.

The Strong and the Weak[edit]

Someone inflicted with the disease can simply refuse to indulge in it's bloodthirst. This will weaken it significantly, but it's entirely possible. On the other hand, those who choose to indulge in their newfound hunger begin to grow stronger and stronger, gaining incredible powers and abilities. The trade off for this is that as their strength grows, so to does their hunger.


  • Constitution 10 or higher. You must be able to survive the transformation from man to monster.
  • Character level 1st or higher You cannot be born as a vampire.
  • Complete a special task. You must have been bitten by a vampire 3 days ago and not taken any measures to stop the diseases progression.

Class Features[edit]

As a Vampire you gain the following class features.

Hit Points

Hit Dice: 1d10 per Vampire level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Vampire level


Saving Throws: Choose one from Constitution, Strength, Dexterity, or Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, Persuasion and Stealth

Level Proficiency
Shadow Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st 2 Vampirism, Bloodthirst
2nd 3 Claws, Creature of the Night 2
3rd 5 3
4th 6 Creature of the Night (+2) 3
5th 8 Ability Score Increase 4 2
6th 9 4 2
7th 11 4 3
8th 12 Creature of the Night (+3) 4 3
9th 14 4 3 2
10th 15 4 3 2


At 1st level, you gain the following benefits and disadvantages.

-You no longer age, and cannot be aged magically.

-You don't need to breathe, and are immune to suffocation.

-You have resistance to necrotic damage.

-You are immune to disease.

-Unlike most undead, you do need to sleep.

-You are vulnerable to radiant damage.

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

-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 can revive you.

-Your body is damaged by water as if it were acid, and you are vulnerable to water damage. If you drop below 1 hit point from water damage, you are instantly killed and reduced to dust. Only a true resurrection can revive you.

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


At 1st level, your thirst for water is replaced with a thirst for blood. Animal and monster blood will not satisfy you, only the blood of humanoid creatures. You can bite the neck of a sleeping, unconscious, or incapacitated creature and drink it's blood, satisfying your thirst for the day. If a creature is not aware of you and you are behind it, you can also bite it's neck, but it will become aggressive towards you. If a creature has been dead for more than a minute, it's blood is spoiled and can no longer satisfy you. A bloodpotion can also satisfy your thirst, although they are rare and difficult to craft.


At 2nd level, your vampiric state has begun to alter your body. You gain claws that you can extend and retract from your hands. Extending and retracting them requires an interaction. While extended, your unarmed strike damage is 1d6 + your strength modifier slashing damage. Your extended claws are a dead giveaway of your vampiric state.

Creature of the Night[edit]

At 2nd level, You gain darkvision up to 60 ft and can attempt to hide in dim light. Additionally, you add +1 to all stealth checks. This increases to +2 at 4th level, and to +3 at 8th.

Ability Score Increase[edit]

When you reach 5th level, and again at 8th 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.

Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

<!-3rd level spell list->

4th Level

<!-3rd level spell list->

5th Level

<!-3rd level spell list->

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