The vampire: a highly skilled and deadly creature of the night fabled for their power. The layman might assume that vampirism affects everyone the same way, but they would be wrong. The vampire disease has two forms: high and low. Low vampires are weak to sunlight and are generally loners, hiding in the day and becoming feral over time. The high vampires are the rulers of vampire kind, and use their immensely powerful lineage traits to subvert leaders and destroy armies while remaining in full control of their faculties. Truly it is glorious to be one of the ranks of the everlasting, but can you survive the intrigue of the royal vampire families or will you be cast down like a common mortal?
At the time of turning, a player immediately gains 1 level as a vampire. There are only 10 levels of vampirism. Increases of ability damage are for total class levels, not vampire levels, unless otherwise specified.
Lineage: Every high vampire has a set of abilities based off of the specific strain of vampirism they contracted. You gain a new feature for your lineage at 1st, 3rd, 6th, and 9th vampire levels.
Blood Charges: Beginning at 1st level, the vampire may activate the latent power in their blood to cause a variety of effects. Blood charges are regained after a long rest.
Drink: You may take succor only in the blood of the living. You no longer require food or water to survive, but they also do not sustain you. Instead, you must drink the blood from a living creature with an intelligence score of 6 or higher to survive once every 7 days, gaining a single level of exhaustion the day afterward and every additional 7 days that you have not fed.
Drinking may be performed as a basic attack action on a grappled, helpless, or otherwise immobile living creature. It deals 1d10 piercing damage and causes one level of exhaustion to the victim, the damage and effect can not be healed or removed for 24 hours unless by a spell of 5th level or higher. Any levels of exhaustion you had before drinking are removed. Damage increases by an additional 1d10 at 5th, 11th, and 17th levels. You may only drink once per long rest.
Pallor: You are typed as an undead for the purposes of spell effects and abilities. You no longer need sleep, but must remain perfectly still for at least four hours a day to allow yourself to regain lost energy.
Revitalize: Starting at 1st level you may use your bonus action to spend a blood charge to heal yourself. You regain hit points equal to 1d4 + your Intelligence modifier. The amount of damage healed increases by an additional 1d4 at 5th, 11th, and 17th levels.
Reign of Blood: At level 10 you become a true master of manipulating your dark heritage. Whenever you successfully bite someone, you may choose to cast Geas at the 5th level in exchange for reducing your maximum blood charges by 2 until the spell effect ends. At player level 14 you may cast the spell as a 7th level, and at player level 20 you may cast it as a 9th level spell. Casting it as a 9th level spell requires you to allocate 3 blood charges instead of 2.
Though not all vampires are skilled in magic, they do possess some ability to alter the world around them regardless of talent.
Cantrips
At 1st level you know one cantrip of your choice from the wizard spell list. You also learn the Toll the Dead Cantrip.
Spellcasting Ability
Intelligence is your spellcasting ability for vampire spells, as you gain insight into the precise machinations of your craft as you advance in unlocking the power of your lineage.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Lineages
There are several royal families who actively increase their ranks, all with different abilities granted by the dark powers that gave them eternal life.
See DM for lineage traits available to you.
| Level | Proficiency Bonus | Blood Charges | Ability | Blood-skills Awakened |
|---|---|---|---|---|
| 1st | +2 | 1 | Lineage, Drink, Palor, Revitalize | -- |
| 2nd | +2 | 1 | -- | 1 |
| 3rd | +2 | 2 | Lineage Feature | 1 |
| 4th | +2 | 2 | Ability Score Improvement | 1 |
| 5th | +3 | 3 | -- | 2 |
| 6th | +3 | 3 | Lineage Feature | 2 |
| 7th | +3 | 4 | -- | 3 |
| 8th | +3 | 4 | Ability Score Improvement | 3 |
| 9th | +4 | 5 | Lineage Feature | 3 |
| 10th | +4 | 5 | Reign of Blood | 4 |
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