The Vampire 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? You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmares. 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 inarmity 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 Class Features As a Vampire, you gain the following class features. Prerequisites To become a vampire, you must possess the Deathless universal subrace. See annex. Hit Points Hit Dice: 1d8 per vampire level

1d8 per vampire level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, Intimidate, Perception, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Light Crossbow and 20 bolts or (b) any simple weapon (a) a Component pouch or (b) a holy symbol (a) a Dungeoneer's Pack or (b) an Explorer's Pack Two daggers

The Vampire Level Proficiency Bonus Blood Points Features Cantrips Know Spells Known 1st 2nd 3rd 4th 5th 1st +2 - Blood Drinker, Child of the Night, Vampire's Reflexes 3 - - - - - - 2nd +2 2 Blood is Life 3 2 2 - - - - 3rd +2 3 Metamagic, Strength of Blood 3 2 3 - - - - 4th +2 4 Ability Score Improvement 4 3 3 - - - - 5th +3 5 Extra Attack 4 3 4 2 - - - 6th +3 6 Hidden Might 4 4 4 2 - - - 7th +3 7 Spider Climb 4 4 4 3 - - - 8th +3 8 Ability Score Improvement 4 5 4 3 - - - 9th +4 9 4 5 4 3 2 - - 10th +4 10 Metamagic, Shapechange 5 6 4 3 2 - - 11th +4 11 5 6 4 3 3 - - 12th +4 12 Ability Score Improvement 5 7 4 3 3 - - 13th +5 13 5 7 4 3 3 1 - 14th +5 14 Hardened Skin 5 8 4 3 3 1 - 15th +5 15 Monstrous Wings 5 8 4 3 3 2 - 16th +5 16 Ability Score Improvement 5 9 4 3 3 2 - 17th +6 17 Metamagic 5 9 4 3 3 3 1 18th +6 18 Resilience 5 10 4 3 3 3 1 19th +6 19 Ability Score Improvement 5 10 4 3 3 3 2 20th +6 20 Vampiric Restoration 5 11 4 3 3 3 2 Multiclassing Vampire Requires: Constitution 13, Charisma 13

Constitution 13, Charisma 13 Proficiencies Gained: Simple weapons, one skill from the list of vampire skills. Blood Drinker When you hit a creature with a melee weapon Attack, you can use your Bonus Action to deal an extra 1d6 necrotic. You then regain a number of hit points equal to the damage dealt. This extra damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Once you use this feature, you must finish a short or Long Rest before you can use it again. Child of the Night In addition to normal deathless traits, you possess the following qualities. Unlike other deathless, you still need to sleep You have resistance to necrotic damage. 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 1d6 radiant damage (plus damage from radiant vulnerability), and receive the poisoned condition until the end of your next turn (immunity does not apply). If you drop below 1 hit point from this damage, you are instantly destroyed. Vampire's Reflexes You gain an Unarmored AC of 12 + your Dexterity Modifier. Your Unarmored AC improves as your Vampire level increases. Table: Vampire's Reflexes Vampire Level Unarmored AC 5th 13 + Dex modifier 11th 14 + Dex modifier 17th 15 + Dex modifier

Cantrips At 1st level, you know three Cantrips of your choice from the vampire spell list. You learn an additional vampire cantrip of your choice at 4th level and another at 10th level. Spellcasting By the time you reach 2nd level, you have learned to use your dark gifts to cast Spells, much as a sorcerer does. You may use a holy symbol as a spellcasting focus. 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. Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the vampire spell list. You learn an additional vampire spell of your choice at each odd numbered level thereafter. 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. 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 Blood is Life Starting at 2nd level, you gain a number of Blood Points equal to your vampire level. These blood points may be used to either gain additional Spell Slots or, at higher levels, use Metamagic options. Creating Spell Slots. You can transform unexpended blood points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th. Table: Creating Spell Slots Spell Slot Level Blood Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Regaining Blood Points. Spent blood points are not restored upon resting. You may regain blood points by bite a willing, unconscious, or restrained humanoid as an action, causing it to lose a number of hit dice no greater than half your vampire level, and you to regain an equal number of blood points. You also regain a number of blood points equal to the number of necrotic damage dice rolled when using your Blood Drinker ability. Metamagic At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Careful Spell When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 blood point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 blood point to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 blood point to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 1 blood point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 blood point to double its Duration, to a maximum Duration of 24 hours. Heightened Spell When you Cast a Spell that forces a creature to make a saving throw to resist its effects, you can spend 3 blood points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 blood points to change the Casting Time to 1 Bonus Action for this casting. Subtle Spell When you Cast a Spell, you can spend 1 blood point to cast it without any somatic or verbal Components.

Twinned Spell When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of blood points equal to the spell’s level to target a second creature in range with the same spell (1 blood point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is. 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. Strength of Blood Starting at 3rd level, you may spend a bonus action to gain advantage on any constitution or strength based checks performed that turn, including skill or tool checks. Once you use this feature, you must finish a short or Long Rest before you can use it again. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Hidden Might Starting at 6th level, you gain a bonus to the damage rolls of vampire cantrips. This bonus equals your charisma modifier. Night Crawler Starting at 7th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Shapechange Starting at 10th level, you gain the ability to alter your form in one of two ways. If you aren't in sunlight or running water, you can use your action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you can't speak, you walking speed is 5 feet, and you have a flying speed of 30 feet. Your Statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You reverts to your true form if you dies. While in mist form, you can't take any actions, speak, or manipulate Objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except damage from sunlight. Hardened Skin Starting at 14th level, you gain resistance to slashing, bludgeoning, and piercing damage. Monstrous Wings You grow a pair of wings, gaining a flight speed equal to your base speed. The physical appearance of these wings is left for you to decide. Resilience Starting at 18th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature three times, you must finish a Long Rest before you can use it again. Vampiric Restoration At 20th level, you regain 4 expended blood points whenever you finish a Short or Long Rest.

Vampire Spell List

Cantrips (0 Level) Chill Touch

Frostbite

Guidance

Mage Hand

Minor Illusion

Ray of Frost

Resistance

True Strike 1st Level Bane

Charm Person

Command

Disguise Self

False Life

Find Familiar

Fog Cloud

Inflict Wounds

Silent Image 2nd Level Alter Self

Blur

Darkness

Detect Thoughts

Enthrall

Invisibility

Knock

Levitate

Misty Step

See Invisibility

Spider Climb

Suggestion 3rd Level Animate Dead

Bestow Curse

Blinding Smite

Clairvoyance

Fear

Fly

Gaseous Form

Haste

Hypnotic Pattern

Major Image

Phantom Steed

Speak With Dead

Tongues

Vampiric Touch

Water Walk 4th Level

Compulsion

Confusion

Blight

Dominate Beast

Evard's Black Tentacles

Freedom of Movement

Greater Invisibility

Phantasmal Killer

Polymorph

Staggering Smite 5th Level Contagion

Dispel Evil and Good

Dominate Person

Dream

Passwall

Raise Dead

Seeming