The Vampire Level Proficiency Bonus Features Blood Points 1st +2 Weapons of the Night, Vampiric Limitations ─ 2nd +2 Vampiric Agility, Sanguine Augmentation 2 3rd +2 Vampiric Bloodline, Legacies 3 4th +2 Ability Score Improvement 3 5th +3 Extra Attack 4 6th +3 Shared Vitality 4 7th +3 ─ 5 8th +3 Ability Score Improvement 5 9th +4 Vampiric Bloodline Feature 6 10th +4 Vampiric Thrall 6 11th +4 ─ 7 12th +4 Ability Score Improvement 7 13th +5 Vampiric Essence Feature 8 14th +5 Own the Night 8 15th +5 ─ 9 16th +5 Ability Score Improvement 9 17th +6 ─ 10 18th +6 Vampiric Essence Feature 10 19th +6 Ability Score Improvement 10 20th +6 Vampire Lord 10 Vampire A cloaked figure, once elven in heritage, sits in the shadows hunched over the corpse of her latest kill, her newly sharpened fangs glisten red in the moonlight. She took some hits in the fray, but that didn’t matter now, for with her meal comes the healing of her wounds and renewed energy for her next hunt. A seemingly human man walks unbothered to his castle in the daytime sunlight, his fangs barely visible at the high corners of his mouth. His nearby servants fetch him his cloak, how could they not? To disobey the master was to do the unthinkable, no one has seen the last one to disappoint the master. A dead-eyed half-orc charges into battle and cracks his maul into the skull of a drow. He composes himself and licks the now crimson place of impact. His vision clarifies and time seems to slow for all but him. He looks out into the charging hordes of dark elves; it had been a while since he treated himself to a feast. Vampires, regardless of type, are powerful undead forces of charisma, brutal opponents on the battlefield, and deadly stalkers of the night. Let this be a warning to all who scoff at the idea of these creatures, they are very real and those who do not think so are often the most susceptible to their gaze. Creating a Vampire As you create your vampire, be sure to consider the nature of your turning. Were you a willing volunteer hoping to stave off old age and death? Perhaps you fell victim to another vampire who then took pity and decided to spare you. You could even be the dreaded offspring of a vampire and a mortal race. Whatever the circumstances are that brought you to this point, you should also think about how you feel toward your vampiric nature. Have you embraced the night, feeding on everyone you can in an attempt to get stronger? Or do you wish to be rid of this curse to once again feel the comfort of sunlight? The call to adventuring is your chance to achieve your goals. Quick Build You can make a vampire quickly by following these suggestions. First, Charisma should be your highest ability score if you want to get the most of your blood spells and vampiric abilities. Make Strength your highest if you want to excel at biting your targets. Your next highest should be Dexterity if you plan to spend a lot of time on the front lines of combat or Constitution if you plan to attempt to spend increased time in daylight. Second, choose the Criminal background. Class Features Hit Points Hit Dice: 1d10 per vampire level

1d10 per vampire level Hit Points at 1st Level: 10 + your Constitution Modifier

10 + your Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vampire level after 1st Proficiencies Armor: Light Armor, Medium Armor

Light Armor, Medium Armor Weapons: Simple Weapons

Simple Weapons Tools: None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose three from Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) any simple weapon

(a) Leather armor or (b) Scale mail

(a) a burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack

a cloak, and a dagger

Weapons of the Night Starting at 1st level your enhanced strength, undead nature, and unnatural reflexes grant you proficiency with your fangs and claws. Your damage die for these attacks is 1d6. You can conceal your claws as a bonus action. When making a bite attack, the affected creature must succeed on a Constitution Saving Throw or take an additional 1d6 necrotic damage. You heal half the amount of necrotic damage dealt to the target. Your strikes overcomes magic resistance at 6th level. Undead Refelxes At 1st level while you are not wearing armor or a shield your Armor Class is equal to 10 + your dexterity modifier + your charisma modifier Sanguine Augmentation At 2nd level your body begins to use the blood you consume more efficiently. Your vampire level determines the number of points you have, as shown in the Blood Points column of the Vampire table. You can spend these points to fuel various Blood features. You start knowing three such features: Still Eyes of the Undead, Undying Thirst, and Swift of Foot. You learn more blood features as you gain levels in this class. When you spend a blood point point, it is unavailable until you finish a long rest or feed, at which point you draw all of your vampiric energy back into yourself. Still Mind of the Undead When you enter combat you can spend 1 blood point to add 1d6 to your initiative roll Undying Thirst Immediately before making a bite attack against a creature you can spend 1 blood point to make a Strength (Athletics) check to grapple the target, on a success the bite attack is made with advantage and the target's saving throw is made with disadvantage. You can spend 1 blood point to increase your walking speed by 10ft. for 1 minute. Vampiric Bloodline At 3rd level you solidify the vampiric path you will walk as determined by the nature of your turning: Bloodline of the Feral, Bloodline of the Crimson Duelist or Bloodline of the Thaumaturge. Your essence choice grants you features at 3rd, 9th and 18th level. Additionally, choosing your bloodline gives you access to Bloodline legacies, granting additional features. You can have a number of Bloodline Legacies equal to your Charisma modifier. You must meet a legacy's prerequisites before you can select it. You may change legacies whenever you gain a new blood point. Ability Score Improvement 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 At 5th level you can attack twice when you take the attack action (Note: You can only use a bite attack twice on a creature you have grappled) Vampiric Thrall Starting at 6th level, you can turn an enemy to an ally on the battlefield. As an action, choose a creature within 60 feet of you, that creature must make a Wisdom Saving Throw against your spell save DC or be charmed by you. You can spend 2 blood points to impose disadvantage on the saving throw. While affected, your thrall gains a bonus to its Armor Class and attack bonus equal to your proficiency bonus. An affected creature acts on your initiative and remains your thrall for 1 minute or until you or your allies cause harm to it, you die, or you choose to end the effect as a bonus action. Once this effect ends the creature knows it was charmed by you and will act accordingly. Once this feature has been used it can not be used again until the next night. Own the Night At 14th level you make your home in darkness. While in total darkness you gain the following benefits: Unholy Resilience: When you fail a saving throw, you can use your reaction to spend 5 blood points and automatically succeed on the saving throw Silent Stalker: You can spend 4 blood points to cast invisibility on yourself. When you cast invisibility in this way, you move silently. This effect ends if you attack, cast a spell, or move into dim or daylight. Vampire Lord At 20th level you become one with the darkness taking up the night as your permanent domain. Your Strength, Dexterity, Constitution and Charisma scores increase to 18 if they are not already. When rolling initiative in dim light or darkness, treat a die roll of 14 or lower as a 15. In addition, as long as you are not incapacitated, you can use an action to heal up to 20 hit points. (you may not use this feature if you've take radiant damage or have been in running water since your last turn). Vampiric Limitations While the benefits are many, your life as a vampire comes at a heavy cost. Unless you find a way to rid yourself of your curse or unless stated otherwise, you suffer the following penalties: Forbiddance. You can't enter a residence without an invitation from one of the occupants. Undead Nature. Your creature type is undead, you gain vulnerability to radiant damage and you are susceptible to effects that turn undead

Creature of the Night. You must make a Constitution Saving Throw for every hour you spend in sunlight. The DC begins at 10 and increases by 1 for every additional hour you remain in sunlight. The first time you fail this Saving Throw you take 20 points of radiant damage continue to take this damage for every hour you remain in sunlight. In addition, you suffer disadvantage on attack rolls and perception checks until you get out of sunlight. This effect lasts until you finish a long rest. You can choose to adorn a specially made cloak and negate the effects of the radiant damage, though doing so gives you disadvantage on dexterity saving throws, attack rolls and perception checks. Stake to the Heart. If at any point you take piercing damage from a weapon made of wood while you are resting in your coffin, you are paralyzed until it is removed. Aversion to Water. You take 20 points of acid damage if you end your turn in running water Insatiable Thirst for Blood. At least once every 7 days, you must consume an amount of blood that would cause significant injury to a live humanoid creature. Feeding takes 10 minutes and requires either a corpse that has been dead no longer than 1 minute or a charmed creature. For every day after the seventh that you do not feed, you suffer 1 point of exhaustion that cannot be cured through means other than feeding. If you intend to only satisfy your need but not to kill your meal, they suffer one point of exhaustion and must make a Constitution Saving Throw in order to resist becoming vampire spawn. Vampiric Bloodlines At their core, vampires share many characteristics, including their unnatural charisma, unearthly physical conditioning and constant urge for humanoid blood. However, different vampires choose to focus their efforts in different areas, surpassing other creatures of their kind in one way or another. Your choice of vampiric essence is a description of your preferred methods of operation. Bloodline of the Feral The vampiric outcast, you understand the power of losing control, you walk that hair-thin line and reap the benefits of desperation. You can go far longer without feeding than other vampires and you gain immense power when you do but you risk losing yourself in doing so. You are the Apex predator and the effects of your turning show this. You dispatch you foes with unearthly strength and relentless power. Bestial Fury When you choose this Bloodline at 3rd level you learn to suppress your thirst for blood, you can go 14 days without feeding before gaining exhaustion. . When you successfully bite a creature you can spend a blood point to make an additional bite attack against the same creature as a bonus action. In addition, once per night you can use an action to transform into a Dire Wolf. While in this form you retain your bite attack your mental ability scores and your ability to speak. You can stay in this form an amount of hours equal to half your Vampire level. When you are reduced to 0 hit points, you revert back to your vampire form. Cornered Animal At 9th level you learn to harness the strength in not feeding. As a bonus action, you can choose to go feral. You maintain control of your actions, though spending too much time in this state makes breaking out more difficult. While feral you gain the following benefits: Menacing Appearance Each creature within 30ft. of you that can see you must succeed on a Wisdom Saving Throw or be frightened of you until the end of their next turn. Scattered Mind. While feral you are immune to the charmed and frightened conditions Dulled Senses: While feral you are resistant to bludgeoning, piercing, and slashing damage Predatory Senses: While feral you have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks Relentless Hunter: When a creature attempts to move away from you, you can use your reaction to move up to your total walking speed and make a bite attack On subsequent turns you can spend 1 blood point to continue your feral state. When you want to end your feral state you must succeed on a Wisdom Saving Throw. The DC equals 10 + the amount rounds of round you stayed feral after the 1st. On a failure you slip into a true feral state and attack anything living for 1d4 hours. You can use this feature twice per day and gain expended uses when you finish a long rest. Fiendish Ferocity At 13th level you learn to move like the fiends of hell. Once per day as an action you sprout massive black bat wings and gain a flying speed equal to your walking speed. This lasts for one minute or until you end the condition as a bonus action. Additionally, you can spend 3 blood points to cast haste on yourself as part of this action Feral Mastery At 18th level you've perfected the art of going feral, you no longer need to spend blood points to keep your feral state active and automatically succeed on the saving throw associated with breaking out of it. Your feral state now lasts 1 minute. Bloodline of the Crimson Duelist You have relished in the ability to rend the life from you opponents on the battlefield. You have spent a significant amount of time learning to augment your vampiric abilities with combat prowess. You dispatch your foes with lightning fast maneuvers.

Martial Prowess At 3th level you gain proficiency with martial weapons. You also learn additional ways to utuilize blood in combat Shadow Dancing When you hit a creature with a melee attack, bite, or unarmed strike you can spend 1 blood point to disorient your target with blinding speed and evasive manuevers. Your target has disadvantage on attack rolls against you until the start of your next turn Vampiric Determination When you miss with a melee attack you can spend 1 blood point to add 1d6 to your attack and damage rolls Speed Unrivaled At 9th level you learn to move like the wind when engaged in combat. If both of your attacks hit the same target you can use 2 blood points to make an additional attack as part of the same action. Bloodied Grace At 13th level you’ve spent so much time on the battlefield that it becomes your playground. When you enter combat, you can expend 3 blood points to add half your proficiency modifier (rounded down) to your Armor Class and initiative roll. You must concentrate on this feature as if it were a spell. This boon lasts for 1 minute and can't be used again until you finish a long rest Harrowing Blows At 18th level you’ve relished in the death of countless victims. Once per day when you hit a creature with all melee attacks associated with your action, you can choose to make additional attacks against the same creature at the cost of 2 blood points per additional attack. Once you have used this feature you cannot use it again until you finish a long rest. Bloodline of the Thaumaturge You are not like most vampires, you do not hunt alone, and you know that vampires who do are merely counting down the days until they're staked and burned. You know that the vampires' true strength, comes from numbers. You excel in turning humans and keeping your fellow undead in the fight, for that is the only way you can survive. Blood Magic Spell Slots The Vampire table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known at First Level and Higher You know two 1st-level spells of your choice from the vampire spell list. The Spells Known column of the vampire table shows when you learn more vampire spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the vampire spells you know and replace it with another spell from the vampire spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your vampire spells, since your magic draws on your sheer force of will and personality. 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 vampire 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 Thaumaturge Spellcasting Level Cantrips known Spells known 1st 2nd 3rd 4th 3rd 2 3 2 ─ ─ ─ 4th 2 4 3 ─ ─ ─ 5th 2 4 3 ─ ─ ─ 6th 2 4 3 ─ ─ ─ 7th 2 5 4 2 ─ ─ 8th 2 6 4 2 ─ ─ 9th 2 6 4 2 ─ ─ 10th 2 7 4 2 ─ ─ 11th 3 8 4 3 ─ ─ 12th 3 8 4 3 ─ ─ 13th 3 9 4 3 2 ─ 14th 3 10 4 3 2 ─ 15th 3 10 4 3 2 ─ 16th 3 11 4 3 2 ─ 17th 3 11 4 3 2 ─ 18th 3 11 4 3 2 ─ 19th 3 12 4 3 2 1 20th 3 13 4 3 2 1

Savior of the dead When you choose this Bloodline at 3rd level you become the living's worst nightmare and the dead's saving grace. You learn the spare the dying cantrip which doesn’t count against the number of vampire cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. Additionally you learn the cure wounds spell. When you target an undead creature with this spell it acts as normal, when you target a living creature it deals necrotic damage and you heal an amount equal to half the damage done. Strength in Numbers At 3rd level whenever you reduce a humanoid to 0 hit points with a spell or ability that deals necrotic damage, the creature must succeed on a Charisma Saving Throw or rise as an vampire under your control. The vampire replaces all previous class features with that of a level 1 vampire. It has hit points equal to half your hit point maximum (rounded down) and uses your attack bonus when making attack rolls. If you have more than one vampire under your control at the same time, half of your hit point maximum is divided equally among them. The amount of vampires you can create are as follows Undead Creation Vampire Level # of vampires 3rd 1 8th 2 13th 3 18th 4 Rebuke the Holy At 9th level you've learned to withstand the effects of holy magic. You and vampires under your control gain resistance to effects that turn undead. Additionally, when you suffer radiant damage, you can use your reaction to punish your attacker. The target must succeed on a Dexterity Saving Throw or suffer necrotic damage equal to half the radiant damage you took. Drain the Living At 13th level you've learned to siphon blood at a distance to heal yourself and your undead allies. Once per day you can target a living creature within 60' of you that you can see. The target must succeed on a Constitution Saving Throw or take 5d8 necrotic damage which you heal or half on a successful save. Additionally, you can spend up to 5 blood points to target one additional creature within 60ft. per blood point spent. Each additional creature must also succeed on the save or take 5d8 necrotic damage. You can then use a bonus action to link up to 5 undead creatures (not including yourself) to the targets who heal for an amount equal to the necrotic damage dealt to the linked target. ### Bloodline Legacies An Eternity to Learn Prerequisite: Thaumaturge Bloodline You may choose one more schools of spells. You may add wizard spells from those schools to your spellbook and cast them as vampire spells. Are We to Have Nothing Tonight? Prerequisite: Thaumaturge Bloodline On your turn you may spend a spell slot to have a number of thralls equal to the level of the spent spell slot to move up to half their speed and perform a Bite Attack as a free action against one target they can see within 30 feet. If the target can see them they must succeed on a Wisdom save with a DC equal to your Spell save DC or be charmed and grant advantage to any attack rolls made by you or any thralls under your control. The target may attempt to perform a Wisdom save against the same DC at the end of each of their turns or when they are damaged by a non-bite attack to end this effect. Bestial Reflexes Prerequisite: Feral Bloodline You can take the Dodge, Dash, Disengage, or Hide action as a bonus action on your turn. Blood Drinker When you regain hit points as a result of making a bite attack, you regain an amount equal to the amount of damage you dealt with the bite attack instead of half. Breaker of Wills Prerequisite: Hypnotizing Gaze class feature, Beguiler Bloodline You gain two uses of this feature instead of one when you take a short or long rest. Corrupted Artifacts Prerequisite: Thaumaturge Bloodline Choose either Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. When choosing spells you can choose spells from your chosen list. Additionally, you count as that class when determining what magic items you can use. Eternal Weaponmaster Prerequisite: Crimson Duelist Bloodline You may select a single Fighting Style from the options available to the Fighter class in the Player’s Handbook. You may select this legacy a second time. If you do, you may not select the same Fighting Style from the options available to the Fighter class. Eviscerate rerequisite: Rend and Tear, Mutilate, 16th level in Vampire. Your unarmed strikes and bite attacks deal 1d12 damage instead of 1d10.

Feed, My Precious One Prerequisite: Vampire thrall class feature Instead of unarmed strikes your thrall(s) will make a bite attack against a nearby willing, charmed, incapacitated, or restrained creatures if they are acting instinctively and one is in reach. Otherwise they will attack with an unarmed strike as normal. If you commanded your thrall(s) to make a bite attack this turn by using your bonus action, then they can make one additional bite attack this turn if the target is able to be the target of a bite attack. For the Dead Travel Fast Increase your movement speed by 10 feet. Honor Among the Dead Prerequisite: Knight Bloodline When you make a melee attack against an adjacent creature and no other creature is adjacent to either you or your target then you have advantage on attack rolls against that creature. You can’t benefit from this if a creature friendly to you damaged the target creature or cast a harmful spell on the target creature since your last turn. Immortal Soul Prerequisite: 7th level in vampire When you roll hit dice to heal during a short rest you can spend 3 blood points to add your constitution modifier to the rolls Jaws of Death Prerequisite: Thaumaturge Bloodline. If you hit with a bite attack then all subsequent bite attacks against the same target automatically are made with advantage until you receive damage from a melee attack. Misty Escape Prerequisite: 10th level in vampire Once per day when you take damage, you can use your reaction to transform into mist as per the gaseous form spell. You may also spend a number of blood points to regain health as part of the same reaction. You heal 5 + the number of blood points spent Mutilate Prerequisite: Rend and Tear, 12th level in vampire, Feral Bloodline Your unarmed strikes and bite attacks deal 1d10 damage instead of 1d8. Rend and Tear Prerequisite: 8th level in vampire Your unarmed strikes and bite attacks deal 1d8 damage instead of 1d6. Supernatural Resistance Prerequisite: 20th level in vampire You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Undead Resilience Choose one ability score. You gain proficiency in saving throws pertaining to that ability score. Undead Savant Prerequisite: Thaumaturge Bloodline Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Undead Scholar Prerequisite: Thaumaturge Bloodline You can add half your proficiency bonus (rounded down) to any ability check involving a skill you make that doesn’t already include your proficiency bonus. Unholy Nature Prerequisite: 15th level vampire, Thaumaturge Bloodline You and any undead you control gain immunity to effects that turn undead Unholy Smite Prerequisite: Knight Bloodline or Feral Bloodline 7th level in vampire Once per turn when you hit a creature with a weapon attack, a bite attack, or an unarmed strike, you can expend 1 blood point to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 per blood point spent to a maximum of 4d8. Uninvited Guest Prerequisite: 5th level in Vampire. You no longer require an invitation to enter someone’s residence. We Walk Among You Prerequisite: 11th level in vampire You no longer take damage for ending your turn in direct sunlight. Vampiric Fortitude As a reaction when you take non-radiant damage, you may spend one hit dice to gain resistance against that instance of damage. During your turn you may expend a spell slot to reduce damage from all non-radiant sources by 1 for each level of the spell slot for 1 minute. This damage reduction does not stack with resistance to that damage type, so when you take damage you must choose either the damage reduction gained from expending a spell slot or any other source of resistance you may have but not both. Vampiric Power When you successfully grapple a target, you may spend one blood point to make a bite attack as a bonus action. During your turn you may spend additional blood points to gain advantage on your Strength (Athletics) checks for 1 round for each blood point spent.