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Confidential information of Mad Gaming Madness LLC.

Do not distribute.

Vampires are creatures of the night that feast on
the blood of the living. As mortal-seeming undead,
they exist in a shadowy netherworld between the
dictates of regular society and monstrous desires of
the flesh. While most vampires are chaotic—the
raw power they receive from the transformation
unleashes their wildest urges—they vary among
good, neutral, and evil alignments. Chaotic evil
vampires are monsters that prey upon the living.
The powerful Count Strahd von Zarovich of
RAVENLOFT© is the most notable example of an evil
vampire tradition in D&D. Chaotic neutral vampires
try to balance their need for blood with caution
against being discovered by the authorities. Chaotic
good vampires use the powers of their undead form

to battle the regular vampires that victimize
common folk.
Those bitten by a true vampire’s bite do not
become these powerful undead overnight. Instead,
they become vampire spawn, their lives
increasingly consumed by the pursuit of blood as
the vampiric infection is allowed to run its course.

Creating a Vampire
You can make a vampire quickly by following these
Background: Noble
Equipment: Rapier, light crossbow, quiver with 20
bolts, adventurer’s kit, and 70 gp

The Vampire

Proficiency Necrotic
Bonus Damage Features
1d6 Bite, Blood Drain, Poison Resistance, Sunlight Vulnerability, Undead
1d6 Necrotic Resistance
1d6 Darkvision, Regeneration
1d6 Ability Score Improvement
1d6 Extra Attack, Sunlight Vulnerability
2d6 Ability Score Improvement
2d6 Poison Immunity
2d6 Ability Score Improvement
2d6 Necrotic Immunity, Sunlight Vulnerability
3d6 Extra Attack
3d6 Ability Score Improvement
3d6 Sunlight Vulnerability
3d6 Ability Score Improvement
4d6 Ability Score Improvement
4d6 Sunlight Vulnerability
4d6 Ability Score Improvement

D&D Next Playtest

©2013 Mad Gaming Madness


Hit Points Hit Dice: 1d8 per vampire level st Hit Points at 1 Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vampire level after 1st Proficiencies Armor: None Weapons: Club. Do not distribute. or Stealth Undead You are treated an undead creature for all purposes. only shades of gray. the victim takes 1d6 necrotic damage and its hit point maximum is reduced by the same amount as the damage dealt. Blood Drain When you hit a living target with your bite. you can spend one of your hit dice and regain that many hit points. Athletics. up to your maximum. you can attack one extra time whenever you take the attack action on your ©2013 Mad Gaming Madness D&D Next Playtest . you become resistant to necrotic damage. when you reach one of the noted levels. as noted in the Blood Drain column in the Vampire table. light crossbow. does not allow you to add your Constitution modifier to the hit points regained. This trait ceases to function when you are at 0 hit points. longspear. The necrotic damage increases as you gain levels. sling. Necrotic Resistance At 2nd level. or the cure wounds spell. You regain one spent hit die. At 9th level. you can see in dim light within 60 feet of you as if it were bright light. you gain the following class features. At 7th level. A creature whose hit point maximum is reduced to 0 by this attack dies. You can’t discern color in darkness. Spending the die this way. Alternatively. You are immune to dehydration and suffocation effects. during a combat round. The reduction to the victim’s hit point maximum lasts for 24 hours. you can forgo improving any of your ability scores to take a feat. and unarmed strike Tools: None Saving Throws: Dexterity. Poison Resistance You are resistant to poison damage. If you drink blood. Sunlight Vulnerability You take 5 (1d10) radiant damage each time you start your turn in direct sunlight. Your vampiric bite counts as being magical for the purpose of overcoming resistance and immunities. Living targets without blood are immune to this power. At 13th level. your bite is considered to be a weapon that deals 1d6 piercing damage on a hit. Class Features As a vampire. You cannot do this if you are in sunlight or running water. dagger. Regeneration At 3rd level. quarterstaff. you can increase one ability score of your choice by 2. or you can increase two ability scores of your choice by 1. Wisdom Skills: Choose one from Acrobatics. 2 At 5th level. and in darkness as if it were dim light. and have advantage on saving throws against poison effects. this trait doesn’t function on your next turn. the vulnerability increases to 15 (3d10) radiant damage. Darkvision At 3rd level. you can choose to drain some of the victim’s blood. At 17th level. the chill touch cantrip. short sword. you become immune to poison damage and effects. Extra Attack Beginning at 5th level. the vulnerability increases to 25 (5d10) radiant damage. the vulnerability increases to 20 (4d10) radiant damage. the vulnerability increases to 10 (2d10) radiant damage. If you take radiant damage.Confidential information of Mad Gaming Madness LLC. spear. Bite As a result of vampiric transformation. as a bonus action on your turn. Ability Score Improvement When you reach certain levels noted in the Vampire table. You cannot increase an ability score above 20 using this feature. such as a cleric’s turn undead ability.

When you reach Xnd level. Each house is detailed at the end of the class description. this feature gives you two extra attacks. Your house grants you features at certain vampire levels. you are immune to necrotic damage. turn. as shown in the Vampire table. Necrotic Immunity By 9th level. Vampiric House D&D Next Playtest ©2013 Mad Gaming Madness 3 . you can move between your attacks. When you reach 11th level. Do not distribute. instead of one. you develop specialized abilities depending on what house your vampiric sire belonged to: the House of the Tyrant or the House of the Nightspawn. If you haven’t used your whole move for the turn.Confidential information of Mad Gaming Madness LLC.