Vampyre Knight (5e Class)

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Vampyre Knight

A being has lived in solitude for as long as he can remember not knowing what to do he tries to be an adventurer on his travels he discovers he is a descendant of a long and ancient race of vampyre who also where knights of the Blood Order dangerous and deceptive they live close to mortal races and are not very far away when a war has started.

Blood Magic

The Vampyre's of old knew an ancient form of magic but was lost when they where killed studying their ancient tombs and tomes you have learned the basics of blood magic and with a strong bloodline you know how to turn your blood vampiric even more without needing to die first and lose all the disadvantages that other Vampyre's have.

Creating a Vampyre Knight

I am chosen by my ancestors to bring immortality to my kind I must not fail. Credit to jimhatama at Deviantart

Quick Build

You can make a Vampyre Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma last Constitution should be your next highest. Second, choose the Exiled Ruler background.

Class Features

As a Vampyre Knight you gain the following class features.

Hit Points

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


Armor: Light,Medium and Heavy Armor and shields
Weapons: All melee weapons
Tools: None
Saving Throws: Strength , Constitution
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival


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

  • (a) short sword or (b) whip or (c) explores pack
  • (a) long sword or (b) a dagger or (c) adventures pack
  • (a) any sword or (b) a simple wepon or (c) leather armor
  • If you are using starting wealth, you have 4d4 in funds.

Table: The Vampyre Knight

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Immortality,Blood Sense
2nd +2 Blood Magic,Spellcasting,Fighting Style 2
3rd +2 Ancient Blood, Blood Order 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Vampric Aura 4 2
7th +3 Blood Order feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Blood Aura 4 3 2
11th +4 Vampyre Blade 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Vampirism 4 3 3 1
15th +5 Blood Order Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blood Order Feature 4 3 3 3 2


Starting at 1st level,You gain immortality you stop ageing and can not be magically aged and your body does not decay,you are also immune to non magical disease.

Blood Sense

Your Vampyre nature allows you to see what others cannot. You know the location and alignment of all living creatures within 50ft of you,you also have Darkvision of 60ft if you already have it it's 120ft and your Blood Sense gets increased to 100ft.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the the second attack.

Dueling stance

You can use your bonus action to gain advantage to your attack rolls for this turn.


At 2nd level, the ancestors of old grant you the means to cast ancient spells like they did so long ago.

Preparing and Casting Spells

The Vampyre Knight table shows how many spell slots you have to cast your spells. To cast one of your Vampyre Knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Vampyre Knight spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of Sorcerer spells equal to your Charisma modifier + half your Vampyre Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vampyer Knight spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since power derives from the strength of your convictions. 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 Vampyre Knight 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

Spellcasting Focus

Your Blood is your spellcasting focus because it is ancient and a gift from your ancestors.

Blood Magic

It is hard to understand it's nature and harder to control but it is powerful nonetheless. At 2nd level 10% of your body is always covered in blood. Whenever you cast a spell you roll percentile die if it lands on your Blood Magic Percentage or lower you consult the table and use it's effects. Each time you get an ability score improvement you roll 1d10 + half if your Charisma modifier (minimum 1) and add that to your Blood Magic Percentage.

D100 Result
1-5 You must roll on this table at the start of each of your turns for the next minute.
6-10 You turn invisible for 1d4 hours this ends if you attack or cast a spell.
11-15 If your spell deals damage it deals necrotic,if your spell does not deal damage a random creature takes 2d10 necrotic damage.
16-20 You become deaf for the next hour.
21-25 You cast fireball 10ft in front of you at the lowest level.
26-30 You choose one creature to become blind for 24 hours.
31-35 You go in to a deep trance for 8 hours and can't be awoken.
36-40 A Troll is summoned in front of you it is controlled by the DM but vanishes after one minute.
41-45 You turn into a Giant Bat for 1d4 days.
46-50 Every creature within 30ft radius takes 4d10 lighting damage.
51-55 You have your lowest ability score switch with your highest ability score for one hour.
56-60 Every creature becomes blinded until the start of your turn.
61-65 You teleport to a random space 30 ft in front of you.
66-70 You learn another language for 12 hours.
71-75 You become a puddle of blood until the start of your next turn.
76-80 1 target creature recives one level of exhaustion.
81-85 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
86-90 You summon a unicorn under the Dm control but vanishes after one minute.
91-95 You gain a magical flying speed of 20ft for 1 hour.
96-100 You shoot blood out of your entire body,creatures in a 20ft sphere centered on you must make a constitution saving throw or take 10d10 necrotic damage or half on a success.

Ancient Blood

At 3rd level your blood becomes like the ancient ones. Your hit point maximum can't be reduced and you have advantage on death saving throws.

Blood Order

The time has come for you to choose how you will serve your ancestors. Your choice of the blood order grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Increase

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vampiric Aura

You learn to use the ancient art of draining a creatures blood using magic. At 6th level you gain an aura of 10 feet hostile creatures in that aura take 1d10 necrotic damage at the start of your turn and you heal half that amount. At 18th level the damage becomes 3d10 and the aura increases to 30 feet.

Blood Aura

Your blood magic can stretch out to your allies protecting them and you. At 10th level you gain a 10 feet aura friendly creatures within the aura gain 5 hit points while they are conscious at the start of their turns and their hit point maximum cannot be reduced. At 18th level they heal 10 hit points and the aura increases to 30 feet.

Vampyre Blade

The Vampyre's of old know that you need to add more power to your strikes. At 11th level you can attune to one of your weapons the attunement time is 1 hour,after you attune to a weapon it becomes magical and it deals an extra 1d8 necrotic damage to all creatures and 1d10 necrotic damage to celestial creatures,a creature that is slain by this weapon rises as a zombie at dusk.


At 14th level you can turn anyone into a Vampire Spawn you must first grapple the creature and they must succeed a constitution saving throw or take 5d10 necrotic damage or half as much on a success if the creature dies by this effect it turn into a Vampire Spawn. It has hit points equal to half of yours and knows one 3rd level spell from spells that it can cast once per day. It listen to your mental commands and has it's own initiative you can only have 2 Vampire Spawn under your control.

Ancient Blood Order

Vampyre's of old knew that the day of their demise was rearing so to ensure the survival of their knowledge and magic they took a more noble approach so they created different Blood Orders so their next in line kin will have their power and so much more.Each Blood Order has Tenants with the Knight must follow to the letter or risk becoming the Blood Breaker. Each Blood Order is different with Tenants providing more rules and some are more lenient. The 3 Blood Orders are Order of Chaos Order of Death and the Order of Ancients

Order of Chaos

The Order of Chaos is one chosen by few because Paladins and holy Clerics seek to cleanse them of their ways but when you fully embrace your bloodline EVERYTHING holy will fear your power.

Tenets Of Chaos

  • Loyalty

You will never betray a fellow Vampyre Knight or ally under any circumstance.

  • Respect

You will obey and respect your vampyre elders no matter the cost.

  • Destruction

Chaos follows you wherever you may go for destruction is your way.

  • Pride

Giving up in battle is a far worse punishment than death.

Order of Chaos Spells
Vampyre Knight Level Spells
3rd magechain, chaos orb
5th chaos blades, raise mount
9th fear, slow
13th phantasmal killer, dominate beast
17th chaos storm, dominate person
Controlled Chaos

At 3rd level you have more control over the chaos you bring into the world when you roll on the blood magic table you can instead choose one effect to happen instead once you to use this feature you must take a long rest before using it again

Chaos of Old

At 7th level the Ancients show you their past ways and how they brought the chaos in their time. you can now choose to roll when your blood magic table when you make an attack, you can do this another of times equal to your Charisma modifier (minimum 1), after which you need to complete a short or long rest.

Unleashed Chaos

Chaos and destruction run through your heart and your bloodline will carry on as one to be truly feared. At 15th level each time you attack a creature and deal damage another creature or object you choose takes the same damage. Objects,structures and constructs take triple the damage.

Embodiment Of Chaos

At 20th level you reach the the highest level of Chaos as a bonus action you unleash all of your Blood Magic. For the next minute at the start of each of your turns and at the end of another creatures turn you roll from the Blood Magic table and regardless of what it lands on you choose 1 creature to take 5d10 necrotic damage. Once you use this feature you have to take a long rest before using it again.

Order of Death

The Order Of Death is feared by mortals for they bring the very essence of Death to the battle field,mortals will crawl to you begging you to spare them because everything and everyone fears Death.

Tenants Of Death
  • Everlasting

Death is everlasting nothing must be brought back to life if it does it's your job to stop it. Unless the ancients allow it.

  • Clergy

It is your enemy the priests raised the dead you must stop them.

  • Balance

You are the equalizer of Life and Death,that means you must keep the balance.

  • Darkness Eternal

The shroud of darkness is within you can never deny what you are.

Order of Death Spells
Vampyre Knight Level Spells
3rd black snow, net of shadows
5th spectral hammer, withering ray
9th crushing despair, slashing darkness
13th phantasmal killer, dominate beast
17th chaos storm, dominate person
Deaths Solace

At 3rd level you become used to deaths door and have advantage on death saving throws.

Death Domain

At 7th level your becomes in tune with death and it's dark energy whenever you attack a creature you can have make a Constitution saving throw on a fail their hit point maximum is reduced by 3d10 if a creature dies like this they become a Wight under your control.The Wight is a servant of death much like your self,you can only have one Wight under your control.Once you use this feature you can't use it again until you complete a long rest.

Vampiric Decay

You have learned a new way of killing your prey. At 15th level you can use your action to target one creature within 15 feet around you,have it make a constitution saving throw on a fail their constitution score is reduced by 1d6 they repeat the save at the start of their turn ending it on a success but if they fail reduce the constitution score by another 1d6 the creature dies if the score reaches 0, and you gain half of the remaining hit points of the target creature.You can use this feature a number of times equal to your Charisma modifier regaining all uses on a long rest.

Death Incarnate

You have reached the limits of your power vampyre ancestry. At 20th level as a bonus action you gain these abilities for ten minutes.

  • You have a 30 feet aura any hostile creature in the aura has Disadvantage in Constitution saves and checks.
  • You gain hit points equal to the amount of hit points you dealt last turn.
  • When a creature dies do to Deaths Bane instead of receiving hit points you receive 1 additional use.
  • You have advantage Constitution and strength saves and checks.

After you use this feature you can't use it again until you finish a long rest.

Order of Ancients

This Order are to those who are direct descendants to the ancestors, in doing so the risk as well as the reward are great those who follow this order become one of the few who can summon the dead as well bring the Ancients fury into battle.

Tenants of Ancients
  • Anceint Knowledge

Never to turn down the chance to recover forgotten knowledge even at the cost of your life.

  • Honor the Dead

The dead sacrifice their body to serve you in your cause do not disrespect the dead

  • Deciveing

Let your tongue often be like silver but not to other knights.

  • Life & Death

Sacrificing your life for other knights is the best honor even in death.

Order of Ancients Spells
Vampyre Knight Level Spells
3rd animate shadow, hand of the undead
5th crimson skin, withering ray
9th animal resurrection, conjure wraith
13th black arrow, blood rain
17th enlighten undead, grip of death
Black Energy

At 3rd level you learn to draw some power from the ancestors themselves as an action you gain all the spell slots of one Spellcasting level doing so half’s you’re hit points once you use this feature you must finish a long rest before using it again.


The most loyal and powerful minion is at hand, the skeletons summoned by liches are weak compared to the ancients this minion is built for combat.

At 7th level as an action you summon a skeleton and by using half of your hit points. The skeleton hit points are equal its own and to the amount that you sacrificed. The skeleton acts after your turn and follows all of you spoken commands,if you do not issue any commands it protects you from any threat.If your skeleton should die you can raise another one

Weapon Tactics

At 15th level you and your skeleton learn how to chain your attacks together,while your skeleton is within 5 feet next to you when you make an attack your skeleton can use its reaction to attack after which you make an additional attack, in addition your skeleton now has attack and damage bonus equal to yours.

Ancients Protection

At 20th level the Ancients bless you and your minion with more power.Your skeleton no longer has damage vulnerability and can make three attacks.You at the start of each of your turns if you cast a spell last turn gain hit points equal to your current hit points and every time you are hit by an attack the attacking creature takes 10d8 necrotic damage.

Blood Breaker

When a Vampyre Knight does not live up to the tenets that the Ancients have bestowed upon and shows no sign of remorse become a Blood Breaker gaining life once more and power, but not from Gods from there own inner fury using said power to kill other undead and fiends to prove that they are mighty,the Blood Breaker does not have a tenet but acts on there own merit using what they learned from the Ancients and giving it back to the hundred fold.

Order of Ancients Spells
Vampyre Knight Level Spells
3rd mental bindings, suppress pain
5th smoke screen, venomous succor
9th magic fang, greater, chameleon
13th zantetsuken, life drain
17th enlighten undead, grip of death


Prerequisites. To qualify for multiclassing into the vampyre knight class, you must meet these prerequisites: 13 Strength and 13 Charisma.

Proficiencies. When you multiclass into the vampyre knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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