Vampire, 3rd Variant (5e Class)

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Vampire, variant[edit]


Creating a Vampire[edit]

This class is unique as it can only be multi classed into. You can't start out as a vampire, you have to be turned. You become turned by contracting porphyric hemophilia. This disease can be cured by making a DC 15 constitution saving throw during a long rest, or any other means of curing a disease. If you do not cure the disease within three days it becomes incurable. Once you've had the disease for three days, the next time you level up you become a vampire and must choose the 1st level of vampire. Once you have the first level, you may choose to continue leveling your character as normal, or you can level your vampire class, improving your vampiric abilities. If you cure yourself of vampirism, you also lower you character level by however many vampire levels you had. If you've ever been cured of vampirism, you cannot contract it again, ever.

Quick Build

Class Features

As a Vampire, Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Vampire, Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Vampire, Variant level after 1st


Saving Throws:
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, Perception, and Stealth


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Vampire, Variant

Level Proficiency
1st +2 Vampirism, Bloodthirst
2nd +2 Claws, Creature of the Night
3rd +2 Vampiric Path
4th +2 Ability Score Improvement
5th +3 Undeath
6th +3 Mistform
7th +3 Vampiric Path Feature
8th +3 Ability Score Improvement, Resilience
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5 Vampiric Path Feature
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Vampiric Path Feature
19th +6 Ability Score Improvement
20th +6


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 does not notice you and you are behind it, you can also bite it's neck, but it will likely cry out from pain and attack you immediately after. 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. You also gain advantage on stealth checks and can attempt to hide in dim light.

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.


It's particularly hard to kill someone who's already technically dead. At 5th level, gain advantage on death saving throws. When you become stable, you may choose to immediately regain consciousness with 1 hit point.


At 6th level, you may use an action to become under the effects of the gaseous form spell. Mistform requires concentration and can last for up to 1 hour. You cannot use this feature again until you have finished a long rest.


At 8th level, choose one: (a) You no longer take radiant damage from sunlight, or (b) You no longer take acid damage from water. At 16th level, gain whichever option you didn't choose.

Reaver (WIP)[edit]

Become a feral beast. A savage monster who tears through anything easily with it's long claws and razor sharp teeth.

Beast form

At 3rd level, as a bonus action, you can shift your body into a horrid beast. During the transformation: Your speed is doubled, your unarmed damage is 1d10 + your strength modifier slashing damage, creatures who don't know you as a vampire react to you as they would an enemy monster. Beast form lasts for 1 + your proficiency bonus rounds. Ending beast form prematurely requires an action. You cannot use this feature again until you have finished a short or long rest.

Primal Fear

At 3rd level, you become vulnerable to fire damage. You also become frightened by taking fire damage, and large fires (bigger than a fireplace). If an enemy waves a torch near you, make a DC 15 charisma saving throw. If you fail, you become frightened by the torch.


At 7th level, animal and monster blood can now sustain you. Blood isn't spoiled until the creature has been dead for a day. You gain an advantage on Perception checks that rely on smell. You can smell blood up to 30 ft away, and once you have a specific bloods scent, you can track it up to 300 ft away.

Blood Frenzy

At 7th level, whenever a creature within 30 ft becomes bloodied, make a DC 15 charisma saving throw. If you fail, immediately enter beast form. For as long as you're in beast form, you must move towards the bloodied creature. If you run out of speed, you must use your action to dash. If you enter striking range of the bloodied creature, you must attack. While in a blood frenzy, you cannot end beast form until the bloodied enemy has died, your beast form has ended naturally. You cannot be frightened or charmed while in a blood frenzy.

At 13th level,


Embrace the genetic alterations of vampirism and become an angel of death, soaring across the battlefield.

Take Flight

At 3rd level, your vampirism has caused you to grow a pair of bat-like wings. As a bonus action you may start flying. Flying does not require concentration. If your wings are injured or bound you cannot take flight. If they are injured or bound in mid air, you immediately start falling. Your wings are extremely hard to hide, and are a dead give away of your vampiric nature. Your flight speed is 30ft. You can fly while grappling an enemy equal or less than your size. Flying for an hour gives you 1 level of exhaustion. Finishing a short or long rest resets the timer for how long you've been flying.

Blind as a Bat

At 7th level, you gain blindsense up to a range of your perception x 10 ft, and blindsight at half that range. Both your blindsight and blindsense use your hearing, so deafening attacks and silencing effects render both useless. You also gain an advantage on all Perception checks that rely on hearing. Don't worry, you don't actually become blind.

Aerial Hunter

At 13th level, when flying 20 feet in the air or higher, as a bonus action, you may initiate a dive. During the dive, you can only move downwards at a maximum angle of 90 degrees and your flight speed is doubled. When diving, you gain advantage on attack roles and grapple checks. Attacks also deal an additional 1d4 + your strength modifier bludgeoning damage. The dive can be ended by using an action, attacking, grappling, or landing.

Enhanced wings

At 18th level, your wings can no longer be injured. When you're not flying, as a bonus action, you may attack with your wing talons, using either your dexterity or your strength modifier for the attack roll. Your wing talons deal 1d6 + your strength or dexterity modifier (Whichever you used for the attack roll) piercing damage. Your flight speed is no longer halved when grappling and flying simultaneously.


Mantain your human appearance, instead focusing on the mystic arts of illusion, hemomancy, and necromancy.

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Spell List[edit]

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

Level 0 (Cantrips)

Minor illusion, Chill touch

1st Level

Disguise Self, Silent Image, False Life, Ray of sickness

2nd Level

Arcanist's magic aura, Blur, Invisibility, Magic Mouth, Mirror image, Phantasmal force, Blindness/Deafness, Gentle repose, Ray of enfeeblement,

3rd Level

Fear, Major image, Animate dead, Bestow curse, Vampiric touch,

4th Level

Greater invisibility, Hallucinatory terrain, Phantasmal killer, Blight,

5th Level

Dream, Mislead, Seeming,

6th Level

Programmed Illusion, Circle of death, Create undead, Eyebite, Magic jar

7th Level

Mirage arcane, Project image, Simulacrum, Finger of death

8th Level


9th Level

Weird, Astral projection


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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