Vampire You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare. Normal emotions have become alien to you. Only cold, gnawing hunger remains. Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds his or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy—whether by choice or not. Whatever their origins, vampire characters are not slaves to their creators. Even those beholden to an older vampire retain free will, and have a chance to avoid sinking into the bestial depravity so common among their kind. Vampire characters are the most exceptional examples of those who carry this dark curse, using their powers not solely for murder and personal gain. Some become the greatest of heroes, but even those vampires are aware that few among the common folk have the ability to see past the frightening reality of their dark nature. Avoiding the scrutiny of superstitious folk and disguising his or her needs and abilities serves a vampire best. Trusted companions, enemies to slay and feast upon, and reasons to avoid civilized areas for extended times make an adventuring life the perfect choice for such characters. Creature of the night Infused with the power of darkness and having already experienced death, you are a lethal creature of the night. As your power increases, your supernatural nature comes to the fore—but will your humanity pay the price? Unending hunger Fear of death, obsession with power, or poor luck can lead a character down the path of the bloodthirsty undead. One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin. As undead creatures, vampires naturally tap into the Shadowfell and its power. A vampire who wishes to be more than a monster fights against the heartless grip of his or her shadowy nature to retain a semblance of mortal values. Such an adventurer uses the sinister traits of his or her new form to fight against the hungry darkness that threatens the world. 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 and how do you control your blood craving? Does your party or civilization know what you are?

The Vampire Level Proficiency Bonus Features 1st +2 Natural Armor, Child of the Night, Blood Hunger 2nd +2 Fresh Blood, Enduring Soul 3rd +2 Vampiric Path 4th +2 Ability Score Improvement 5th +3 Exra attack 6th +3 Ability Score Improvement 7th +3 Vampiric Path Feature 8th +3 Ability Score Improvement 9th +4 Vampiric Resilience 10th +4 Vampiric Path Feature 11th +4 Undying fortitude 12th +4 Ability Score Improvement 13th +5 Bloodline Origins 14th +5 Ability Score Improvement 15th +5 Vampiric Path Feature 16th +5 Ability Score Improvement 17th +6 Unleashed Hunger 18th +6 Vampiric Path Feature 19th +6 Ability Score Improvement 20th +6 Vampiric Mastery Quick build You can make a vampire quickly by following these suggestions. First make Strength, Dexterity or Charisma depending on which archetype you want to play, followed by constitution. Second, take the Secret Identity background. Class Features Hit Points Hit Dice: 1d10 per Vampire level

1d10 per Vampire level Hit Points at 1st Level: 10 + your Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion Modifier per vampire level after 1st proficiences Armor: Light armor

Light armor Weapons: Simple weapons,

Simple weapons, Tools: Disguise Kit or One musical instrument of your choice

Disguise Kit or One musical instrument of your choice Saving throws: Strength, Constitution

Strength, Constitution Skills: Choose any Two Equipment You start with the following equipment in addtion to the equipment granted by your background: ( a ) a light crossbow and 20 bolts or ( b ) any simple weapon

) a light crossbow and 20 bolts or ( ) any simple weapon ( a ) a shortsword or ( b ) two daggers

) a shortsword or ( ) two daggers ( a ) A dungeoneers's pack or ( b ) an explorer's pack

) A dungeoneers's pack or ( ) an explorer's pack disguise kit or one musical instrument of your choice

a trinket from your past

Natural Armor Begining at 1st level while you are not wearing any armor or wielding a shield, your Armor Class equals 10 + Dexterity modifer + your Constiution modifier. Blood Hunger At first level you begin you start to feel the hunger for blood, something that as time grows you realize your cursed form will never lose the taste for. Your vampiric instinicts will react to kill or draw blood from a target before you or your target realize. Pick one of the following benefits: Upon killing a creature you may gain Temp Hit points equal to your vampire level plus Constitution Modifier once per short rest.

You may take a bonus action to make an unarmed strike against a target that is within 5ft of you that is not at maximum hit points once per short rest

Once per short rest you may gain advantage to hit a creature as long as they are not at maximum hit points Child of the night As a vampire, you gain a number of innert traits as well as disadvantages that go along with the nature of your new form: Superior Darkvision. You now have darkvision with a radius of 120 feet

You now have darkvision with a radius of 120 feet Sunlight Sensitivity. You have disadvantage on attack rolls and 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 disadvantage on attack rolls and 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. Cursed Form. You no longer age, need to breathe and are immune to suffocation. You are considered undead for the purpose of spells that effect the undead. You are considered living for spells that effect living targets. You no longer need to eat, but you do need to sleep.

You no longer age, need to breathe and are immune to suffocation. You are considered undead for the purpose of spells that effect the undead. You are considered living for spells that effect living targets. You no longer need to eat, but you do need to sleep. Supernatural Predator. You are a predator that most are wary of. Always armed with your teeth and your nails as sharp as claws. Unarmed strikes count as natural weapons dealing 1d4 damage plus Strength modifier.

You are a predator that most are wary of. Always armed with your teeth and your nails as sharp as claws. Unarmed strikes count as natural weapons dealing 1d4 damage plus Strength modifier. Blood Lust. Once per day you must drink the blood of a creature, for each day that passes that you do not, you must make a DC 15 + number of consecutive days without drinking blood, Constitution saving throw. On a fail you suffer one level of exhaustion. Upon drinking blood you lose 1 level of exhaustion at the end of the day. Talk to your dm, make sure you discuss details about drinking blood, some dm's may require you to drain a creature completely, others may just be a hit dice worth of blood. Be creative, how much blood can you keep in a waterskin? Do you keep livestock to drain then feed your party? Do your living party members allow you to feed small amounts from them? Fresh blood Starting at 2nd level when you hit a target within 5ft of your character that is not at maximum hit points you can use your reaction to deal an extra 1d6 of necrotic damage and regenerate Vampire hit dice equal to your Constition Modifer. You can use this ability a number of times per short rest equal to your Constitution Modifer. This abilities damage increases by 1d6 when you reach 5th leveI (2d6), 11th leveI (3d6), and 17lh level(4d6). Enduring soul Starting at 2nd level the lingering presence of your soul in your undead body that is infused with the shadow magic that grants you power. When you have taken grievous injuries, that soul energy heals and sustains you. You may Expend 1 vampiric hit dice to reroll a failed death saving throw, as long you were not hit by radiant damage since your last long rest. Vampiric Path At 3rd level, you choose an archetype that would shape the style of vampire you would like to play. You have three choices: Hemophage, Shadow Stalker and Blood Reaper each detailed at the end of the c1ass description. The archetype you choose grants you features at 3rd leveI and again at 7th, 10th, 15th, and 18th level. Ability score improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vampiric Resilience Beginning at 9th level You may reroll a saving throw. If you do so, You must use the new roll, and you can't use this feature again until you finish a long rest. You are now immune to diseases and can resist the effects of turn undead. Undying fortitude At 11th level your existence in a twilight state between life and death makes you difficult to defeat. Should you take damage that would reduce you to 0 hit points or below, you can make a Constitution saving throw DC 10. 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. Each time you use this feature after the first. the DC increases by 5 . When you finish a short or long rest, the DC resets to 10. Bloodline Origins At 13th level, You gain more control over your vampiric power. You may now choose one of the following effects: Jenato: You are aware of the location of any hidden or invisible creature within 15 feet of you.

Legaceto: You gain the ability to infect a humanoid's mind with your vampiric control. You can use your action to touch an incapcitated humanoid target. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Guundrak: Once per short rest you may cast Gaseous form on yourself as either a bonus action or reaction. Unleashed Hunger At 17th level you may now add your proficiency bonus and Constituion modifer to any damage dealt by fresh blood and any damage that is dealt using your hunger dice and Supernatural Predator. Vampiric Mastery At 20th level, you can assume the form of nightmares, once per long rest, taking on an appearance you choose. For example, you may sprout horns or wings. Your fangs and claws may grow in size. Using your action, you undergo the transformation. For 1 minute, you gain the following benefits: You gain flight speed equal to your movement speed

At the start of each of your turns, you regain 10 hit points and 1 vampire hit dice

Enemy creatures within 15 feet of you have disadvantage on attacks and saving throws

Any target that hits you succesfully is frightened by you until the end of combat

You may choose one target, that target must succeed a wisdom saving throw DC 10 + charisma modifier or become charmed by you until the end of combat. Vampiric Paths Blood Reaper If you select this archetype at level 3 you begin down a path of using your new vampiric might and new form to both intimidate and brutalize your foes. Sharpened claws Beginning when you choose this archetype at 3rd level, your melee attacks score a critical hit on a roll of 19 or 20. Battlefield Prowess At 7th level moving through difficult terrain costs you no extra movement. You may also expend one vampire hit dice when you succesfully hit a target. You add the total of the hit dice expended to the damage dealt and regain health equal to 1 + half to the total from the hit dice rounded up. Monsterous At 10th You may spend up to 2 vampire hit dice per attack. You also regain 1 vampire hit dice when you reduce a targets hp to 0. Fanged horror At 15th level, your melee attacks score a critical hit on a roll of 18-20. On a critical hit you may also double the damage dealt by hit dice. Relentless nightmare At 18th level when you spend vampire hit dice to deal damage to a target you may double the results for damage and heal the full total of the hit dice bonus. You may do this once per short rest. You regain the use of this ability after a critical success attack reduces a target to 0 hp. Shadow Stalker This archetype is for those who prefer to hide in the shadows, blending in with the surroundings and striking only when needing to. Quick Blur Starting at 3rd level, You may move up to half your movement speed per turn and remain stealthed. Hidden but prepared Starting at 3rd level, you gain proficiency with diguise kit and stealth. Once per long rest should a creature detect you, while you are considered stealthed, you may expend 1 vampire hitdice and reroll your Stealth. expending 2 vampire hit dice allows you to reroll with Advantage. Memories of life At 7th level, when you drink the blood of a living humanoid creature you gain the ability to unerringly mimic there speech, writing, and behavior. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. You also have access to their memories from the past 30 days and may regain 1 vampire hit dice.

Quickly and quietly Starting 10th level at the start of combat you may expend 2 vampire hit dice, you may add this total to your intiative and to your first attack on a target that has yet to have a turn. If you an attack you make hits from stealthed ,you can make one unarmed strike as a bonus action . Forgotten Shadow At 15th level, if you were hidden and did not take an attack action last round you may take an extra attack action this turn. Attacks this round have advantage and you may expend 2 vampire hit dice per attack and add the damage to the total. Creature of Darkness At 18th level, you gain the ability to blend in with the night itself, the first attack made against you per round you may use your reaction to expend 1 vampire hit dice and add the total to your AC for this round. Hemophage Some Vampires rather then blend in with the night or use there new found might would rather tap into the magic and cursed power that lies within there blood. Spell casting At 3rd level when you choose this archetype, you gain the ability to cast spells and Cantrips. You learn a cantrip of your choice from the spell list on page 6. The Hemophage Spellcasting table shows how many spell slots you have to cast of 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. During a short rest, you may choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your vampire (rounded up), and none of the slots can be 6th level or higher. You must also expend vampire hit dice equal to the level of spell slots you are recovering. You can't use this feature again until you finish a long rest. For example, When you are a 4th-level Vampire, you can recover up to two levels worth of spell slots, you can recover either a 2nd-level slot or two 1st-level slots, either way would cost 2 hit dice. Being it cost 1 hit dice per first level spell slot, or 2 hit dice for 2nd level spell slot, at the end of the Short rest. Spellbook You have a known number of spells, which is shown per level on the spellcasting table found on page 6. You store the knowledge of these spells in the life essence in your blood. You may change the spells you have prepared at the end of a long rest in a small ceremony that takes approximately 10 minutes. Each spell you have prepared must be from the list of spells on page 6 unless a feat or trait allows otherwise. They must be of a level for which you have spell slots slots . Charisma is your spellcasting ability for your spells. In addition, you use your Charsima modifier when setting the saving throw DC for a 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. Blood wave At 3rd level You may now use the Fresh Blood at the range of 15 feet. 30 feet when you reach 5th level. 45 feet at 11th level. And 60 feet at 17th level. Sanguine splash At 7th level when a single target spell you cast as a 1st level spell slot hits a target, you may expend a vampire hit dice. It will cause necrotic damage equal to the hit dice + your proficiency to a target within 10 ft of the target your spell hit. you may expend 2 vampire Hit dice on a 2nd level spell with a range of 20 feet. 3 vampire hitdice for a 3rd level spell slot with 30 ft range. Life flow Beginning at 10th level, You have learned to control your bloods strength and weaknesses, you have resistance to necrotic damage, and your hit point maximum can't be reduced, and may choose to count as a living or an undead target for the purposes of spells or effects. Rivers of blood Starting at 15th level, when you expend hit dice for any purpose you may reroll the results once and use the higher of the two results. Cursed blood At 18th level any target you have hit with Fresh Blood or any damage caused from a vampire hit dice gives the start one stack of Cursed blood. Each time a stack is applied to the starget they take 1d10 damage. You may also use your action to remove all stacks from one target causing them to take 1d10 per stack you remove.