Vampyre (5e Class)

From D&D Wiki

Jump to: navigation, search


What tis a man but a miserable pile of insects? But enough talk; have at you.
—Dracula introduces himself as a Vampyre


A man of human Nature is dying and need immediate medical attention but an unexpected cleric walks by to help the man in the clerics surprise he had no wounds and as the cleric looks up she sees the man with crimson eyes and before she could fight back the Vampyre's fangs gouge into her neck sucking every drop of blood before she could ever make a sound.

Our party invade's a abandon castle hoping to find some treasure and the creature of immortal life.As they walk through a dark corridor there is a woman pleading for someone to end her life to the party's surprise they are shocked to hear this they do not grant her the request but instead try and get eternal life from her the woman is displeased for they have become corrupt by power and living for ever and in a shout she says "fools your're all fools and now face my wrath she then turns into a hideous monster and flattens the party.

A man walks for some time to be stopped by some bandits his son is with them they are stopped the father is beating but the son is unharmed in anger the son lashes out and succumbs to his vampyre powers and kills all but 1 bandit until the last bandit is struct down by hellfire cast by his father.the two then continue there journey to find ancient text lost so many years ago.

These are Vampyre's powerful and dangerous but also very intelligence and some times choose peace overall.Before choosing the Vampyre class work with your DM to learn how you became a Vampyre have you always been one,Does anyone know of your secret and who was your mentor did you have one.

Creating a Vampyre[edit]

When creating a Vampyre keep in mind how you want it to behave has he given in to the dark side or is he trying to become a better person does he love being an evil person or does he help mortals slay other vampires

Quick Build

You can make a Vampyre quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the exiled ruler background.

Class Features

As a Vamprye you gain the following class features.

Hit Points

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


Armor: light armor
Weapons: all swords and simple weapons and unarmed strikes
Tools: none
Saving Throws: Strength and Dextrity
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 or (c) a dungeoneer's pack
  • (a) an explorer's pack or (b) 10 darts or (c) longsword
  • dark cloak with hood

Table: The Vamprye

Level Proficiency
Features Blood points
1st +2 Blood Points,Vampire Curse 5
2nd +2 Bat Swarm,Vampire Sight 6
3rd +2 Vampyre Archetype,Dark Metamorphosis 6
4th +2 Ability Score Improvement 7
5th +3 Extra Attack,Bat Form 7
6th +3 Vampyre Archetype Feature 8
7th +3 Mist Form,Hellfire 8
8th +3 Ability Score Improvement 9
9th +4 Blood Frenzy,Cloak Wings 9
10th +4 Charm,Vampyre Archtype feature 12
11th +4 Wolf Form,Dark Inferno 12
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Transformation Improvement 13
15th +5 Vampyre Dragon Form 13
16th +5 Ability Score Improvement 15
17th +6 Vamperic Embrace,Mind slave 15
18th +6 Demonic Megiddo 20
19th +6 Ability Score Improvement 20
20th +6 Prince of Darkness,Vampyre archetype feature 20+CHA

Blood Points[edit]

Starting at 1st level, you have a number of blood points as shown in the Blood Points column of the Vampyre Table that you can spend on most of your abilities. If a feature requires saving throw, the DC is 8 + proficiency bonus + Dexterity modifier. You regain all spent blood points after you finish a long rest.

Vampyre Curse[edit]

As a vampyre you have different traits about you. At 1st level, you have the following flaws:

  • You must drink blood at least once a week. If you don't, you suffer 1 level of exhaustion.
  • You are cold to the touch.
  • You have retractable fangs which are used for sucking blood. To suck a persons blood, they must be grappled by you, or be incapacitated, or paralyzed. When you suck a persons blood, you regain 1 Blood Point.
  • You are vulnerable to sunlight and running water, taking 10 points of radiant damage when you end your turn in those environments.
  • You can't enter a residence without an invitation from one of the occupants.
  • If a piercing weapon made of wood is driven into your heart while you are incapacitated in your resting place, you are paralyzed until the stake is removed.
  • While in sunlight, you have disadvantage on attack rolls and ability checks.

Bat Swarm[edit]

Starting at 2nd level, as an action you can summon a swarm of bats for 1 blood point that surround you. They do whatever you tell them and act on your initiative. You must command them verbally, otherwise they will take the dodge action. When the bats are surrounding you, all ranged attacks on you have disadvantage. Attackers can target the bats with no penalty. The bats last until you dismiss them as a bonus action or until they die.

Vampyre Sight[edit]

At 2th level, your awareness to the smell of blood is more than keen than before. You gain advantage on Perception checks against creatures that have blood flowing in their veins within 30 feet of you and cannot be surprised by them. This feature does not work on constructs. You also gain darkvision of 60 feet. If you already have darkvision, then it is increased to 120 feet.

Vampiric Grip[edit]

Starting at 3rd level, you have advantage on grapple checks made against creatures medium size or smaller. Additionally, grapple checks against creatures one size category smaller than you can be done with one hand.

Vampyre Archetype[edit]

Starting at 3rd level, you must choose one of two vampyre archetypes. Each Archetype grants you features at 3rd, 6th, 10th, 15th, and 20th level and are detailed below. The Vampyre Lord specializes in ultimate power walking like a lion among sheep.The Vampyre Slayer specializes in killing the undead and becoming more humane like.

Dark Metamorphosis[edit]

At 3rd level, you can use a bonus action and 2 blood points to call upon dark energy that weaves it's way around and throughout your body for 1 minute. While active, whenever you hit an enemy with a melee attack you gain hit points equal to half the amount of damage dealt.

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.

Extra Attack[edit]

At 5th level you can make one additional attack when you take the attack action.

Bat Form[edit]

Staring at 5th level, as a bonus action and 1 blood point, you can turn into a bat. Your size is small, you have a walk speed of 10 feet, a fly speed of 40 feet, and anything you are wearing transforms with you. This form last for 4 hours or until you dismiss it as an bonus action. You cannot be in running water or sunlight in order to use this feature.

Mist Form[edit]

At 7th level, you can transform into a mist of air. As an action and 3 blood points you become a living mist and gain the following abilities:

  • you can enter an occupied space and stay there
  • if air can pass through a space, the mist can do so without squeezing but it can’t pass through water
  • your are immune to non-magical damage
  • you have a speed of 0 but a fly speed of 30 (hover)
  • you have advantage on Strength, Dexterity, and Constitution saving throws

This form last for 2 hours or until you dismiss it as a bonus action or fall unconscious.


At 7th level, you can use an action and 3 blood point to cause Hellfire, calling the fires of hell to work for you. You become invisible until the start of your next turn and can move up to 15 feet. Whenever you become visible, you send 3 fire balls out of your cloak. Make a range attack for each fire ball. Each hit deals 1d6 fire damage. You may spend additional blood points, increasing the damage by 1d6 for each blood point used.

Blood Frenzy[edit]

At 9th level, as a bonus action on your turn, you can spend 6 blood points to move up to your movement speed and make 1 unarmed strike. You regain hit points equal to the damage dealt. You must finish a short rest before using this feature again.

Cloak Wings[edit]

At 9th level you gain a huge black wings that allow you to fly up to your movement speed. When not in use, these wings drape over your shoulders and back and appear like a normal, black cloak. A Perception check DC 14 is required to tell they're wings.

Art by Jason Chan (Source: Wizards of the Coast)


At 10th level, as an action and 5 blood points, you can charm any creature. The creature must pass a Charisma saving throw or be charmed by you. You can order them to do anything as long as it is not harmful to themselves. If they are hit by you or one of your allies they can repeat the saving throw, ending the effect on a success. CR 1 and below undead are permanently charmed by you. The number of charmed creatures you can have is equal to your Charisma modifier.

Wolf Form[edit]

At 11th level, you can use a bonus action become a dire wolf for 5 blood points, and you can keep all of your ability scores . This form lasts for 1 hour or until you dismiss it as a bonus action. You can also move through walls that are 5 feet thick and can can use the dash and disengage actions as a bonus action.

Dark Inferno[edit]

At 11th level you have learned how to use your Hellfire for more power.You become invisible until the start of your next turn and can move up to 20ft. Whenever you become visible, you send 2 fire balls out of your cloak.Make a range attack for each fire ball. Each hit deals 1d10 fire damage. You may spend additional blood points, increasing the damage by 1d10 for each blood point used.

Transformation Improvement[edit]

At 14th level,your ability to transform have become more powerful the duration of all your forms is doubled and they cost 1 less blood point to activate.

Bat Form

you can now turn into a Nightwing Bat (5e Creature) and gain its ablity scores and features.

Mist Form

you now become a poisonous mist when you enter a creatures space while in mist form they must succeed a Constitution saving throw or take 6d6 poison damage or half as mush on a success.

Wolf Form

Your wolf form has a land speed of 70 feet and can make a running long jump of 30 feet.

Vampyre Dragon Form[edit]

At 15th level you reached a true form your ultimate form its more powerful then all your other forms capable of destruction of whole cities. As an action and 10 BP you can turn into a Dragon and gain the following benefits:

  • your grow to a huge size
  • Your Claws deal 3d8 + Strength slashing damage.
  • your tail deals 2d10 + Strength bludgeoning damage.
  • Your Bite deals 3d10 + Strength Pirceing damage.
  • You have a breath weapon that's spits blood in a 5x40 line that's deals 5d8 necrotic damage on a failed save or half as much on a successful one. Creatures that fail have blood in their eyes and are blinded.

This form last for one hour. When you exit this form, you suffer 2 levels of exhaustion. When you use this feature you cant use it again until you complete a long rest.

Mind Slave[edit]

At 16th level, you now have the power to break someones will and make them your personal servant. You can have only one mind slave and it's challenge rating cannot be greater than half your vampyre level + your Charisma modifier. As an action, you can spend 6 blood points to entrap a target's mind. They must pass a Charisma saving throw or fall under you complete control until you dismiss them or become unconscious. If the creatures has an Intelligence score of 16 or higher, they have advantage on the roll.The undead have Disadvantage on the roll.

Vamperic Embrace[edit]

At 17th level You now have the power to squeeze the life essence out of creatures. After a successful grapple check, you can use a bonus action to have your wings wrap around the enemy and begin suffocating it. It can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful grapple check resets this effect, but does not end the grapple.

Demonic Megiddo[edit]

At 18th level, you unlock your most powerful attack which seems to be unstoppable.As an action you can summon a giant ball of fiery dark energy,make a ranged attack against a target on a hit it deals 4d12 fire damage and 4d12 necrotic can spend 1 extra blood point to add an extra 1d12 fire damage or 1d12 necrotic can use this feature once before having to take a long rest.

Prince Of Darkness[edit]

Becoming a prince of darkness is no easy feat it is said to be powerful but at the cost of your humanity and your friends.

At 20th level you become a Prince of the Darkness and gain these features.

Eternal Darkness

You can as an action have an aura of magical darkness surround you in a 30 feet sphere for 3 last for 1 minute until you use a bonus action to dismiss it.

Blood Lust

When you use drink someone's blood you instead gain 3 BP instead of 1

Vampyre Spawn

You can turn anyone into a vampyre same as you by drinking their blood and them drinking yours,in the nest minute they die and in 1 day at night are reborn as a undead vampyre spawn under your can only have two vampyre spawn in your control.


The vampyre blood you have in your has gifted you with immortality and can not be magically aged. you can live for ever also when you die but are not killed by radiant damage you can be raised from the dead if 5 creatures sacrifice there blood and souls to you this is a 1 hour ritual.(ask the DM if you can use the immortal trait)

Vampiric Archetypes[edit]

Vampyre Lord[edit]

The Vampyre Lord Credit goes to R-3h at Deviant Art

The path of the Vampyre lord is an is both easy and very challenging you will walk the earth like a lion among sheep and show every one just how powerful you are Vlad Tepes Dracula and Lord Harkom are prime example's of what a Vampyre Lord is.

Vampyre Lord Transformation[edit]

Your grab your heart as if it stopped and in an instant a great beast emerges this is the vampyre lord weak at first but just may be a very strong thing. To enter the Vampyre lord transformation you must use 1 BPand your action. And gain these features.

Vampyre lord

While in the Vampyre lord transformation you have a fly speed of 40ft (Hover) and deal +5 damage to your unarmed strikes

Regular Form

While in your Regular Form your eyes glow a dark crimson red giving you advantage on intimidation rolls also you gain 2 BP when you drink a creatures blood.

Bat Teleportation[edit]

At 6th level your bats love thier master and wish to aid you in any way they can.

Vampyre Lord

At 6th you can es cape a sticky situation as a bonus action you can transform it to a flutter of tiny bats and move to an unoccupied space 30 feet away you can only use this ability 3 times before having to wait 1 minute to do it again.

Regular Form

If your Bast swarm is active the bats can use their action to lift and carry you 10ft this movement does not provoke attacks of opportunity.

Blood Regen[edit]

Your Vampyre blood want to keep you alive and starts to heal up some minor wounds

Vampyre Lord

At 10th level While in this form you regenerate 10 Hit points at the start of your turn in combat provided you have not taken any radiant damage and you are not in running water or sunlight

Regular Form

At 10th level when you drink blood you also gain Hit Points equal to 1D4 + Constitution modifier

Summon Children Of The Night[edit]

At 15th level You have learned to call upon the children of the night to help you in any way you see fit.

Vampyre Lord

You summon 3 5e SRD:Dire Wolf or 5e SRD:Giant Bat for 5 BP they appear in 1d6 turns or in 1 minute when not in combat and last for an hour or until you dismiss them as a bonus action.

Regular Form

You summon a 5e SRD:Swarm of Rats or 1 Dread Bat (5e Creature) for 3 BP they last until you dismiss them as a bonus action or until they die and appear by your side at the start of your next turn.

Vampyre Sense[edit]

Your blood has gifted you with the instincts to kill most beast and humanoids.

Vampyre Form

You can as a bonus action use 1 BP know exactly where all creatures are that have blood in there veins in 120 ft

Regular Form

You have gain a blind sense for creatures that have blood in their veins in a 30ft radius.

Vampyre Slayer[edit]

The vampyre slayer is one that can take down kin destroying them for good to bring peace to the land Alucard from Castlevainia and Blade are examples of vampire slayers.

Alucard the vampyre slayer,Credit to Castlevania SONT


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 3 4 2 1 - -
4th 3 4 3 1 - -
5th 3 4 3 1 - -
6th 3 4 3 1 - -
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 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 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

Vampyre killing[edit]

Since you are a vampyre you know how to kill them and their undead kin starting at 3rd level you deal +5 damage to all undead you face also you have mastered 3 weapons of your choice and are proficient with them and shields

Day Walker[edit]

At 5th level your blood is becoming more human like allowing you to eat human food and walk in sunlight with out harming yourself but you must still drink blood

Sword Brothers[edit]

At 10th level whenever you take the attack action you can choose 1 creature that is 15 away from you and in the blink of an eye you appear 5 feet in front of them and attack at the end of the attack you appear back from where you started

Humane Living[edit]

At 15th level you no longer need to drink blood to stay alive also you no longer need a coffin and can enter anyone's house with out their permission but its still polite to do so.

Killer of the Undead[edit]

you have tangled with the vampyres for so long all your melee attacks deal 10 radiant damage to them .you can also turn regular water into holy water if you use 5 BP and 1 hour of your time.


Prerequisites. To qualify for multiclassing into the Vampyre class, you must meet these prerequisites:STR and DEX must be 13

Proficiencies. When you multiclass into the Vampyre class, you gain the following proficiencies: Light armor shortswords

Back to Main Page5e HomebrewClasses

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors