Professional Documents
Culture Documents
A Full Undead class with Subclasses for Dungeons and Dragons 5th Edition
Created by /u/Zoodud254 and /u/EldtritchKermit
Title
At 3rd level, you choose a Title to claim. You can choose
between The Beastial, The Count, The Corsair, The Host,
The Impaler, The Mindful (Psionic UA) or The Refined. This
title grants you features at 3rd level and again at 7th, 11th
and 17th.
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. Using the optional feats rule, you can forgo
taking this feature to take a feat of your choice instead.
Art Credit:
Vampire by gongcheng
Art Credit:
Other effects:
Dracula Untold by joshcalloway
There’s a noticeable increase in the populations of bats,
rats, and wolves in the region.
Detect Life Plants within the 5 mile radius wither, and their stems
At 10th level, you may spend a Blood Point as an action to and branches become twisted and thorny. The closer you
focus your will across the nearby domain for 1 minute. are to the center of the radius, the more withered plants
During this time, you can sense the location of all of the become.
creatures of a particular type within 1 mile of you, choosing Shadows cast within the 5 mile radius seem abnormally
from the following list: Beast, Celestial, Dragon, Fey, Fiend, gaunt and sometimes move as though alive. The shadows
Giant, or Humanoid;. You can spend additional Blood Points become more active closer to the center of the 5 mile
to expand the type of creatures you can detect, to a maximum radius.
equal to your Charisma Modifier. A creeping fog clings to the ground within 5 miles of the
As an action, you can detect all Undead within the same vampire’s resting place. The fog occasionally takes eerie
range, without spending a Blood point. forms, such as grasping claws and writhing serpents. The
fog shifts more often as you approach the center of the 5
Unearthly Will mile radius.
At 13th level, your vampiric will is stronger than most mortals If you are killed or leave the 5 mile radius, these effects end
can comprehend. You gain proficiency in Wisdom saving after 1d4 days.
throws and you have advantage on saving throws against
being frightened or charmed. In addition, you are immune to Vampire Lord
effects that would turn undead. At 20th level, you gain the ability to unleash your full power as
a Master Vampire upon your foes. Your Strength, Dexterity
Night Cloak and Constitution scores increase to 18 if they are not already
At 14th level, you can summon bats to shield and hide you. As higher.
a bonus action, you can spend 4 Blood Points to summon a Once per day as an action, you gain the following benefits
swarm of bats from the darkest reaches of the night. These for 1 minute:
bats grant you temporary hit points equal to twice your level You gain a flying speed of 60 ft.
plus your Charisma modifier. While you have these You regain 10 hit points at the start of each turn, provided
temporary hit points, all attacks have disadvantage against that you have at least 1 hit point. If you take Radiant
you, and you gain a plus 10 bonus to Stealth checks. damage, this trait does not function until the start of your
Once you use this feature, you cannot use it again until you next turn.
finish a short or long rest. Your unarmed strikes (including your bite) deal an
additional d8 necrotic damage.
Undaunted Shadowalker As a bonus action on each of your turns, you may choose
At 18th level, your connection with the Shadowfell draws one creature within 60 feet of you. That creature must
darkness towards you. During your long rest, the area around succeed on a Wisdom saving throw or be charmed by you
you for five miles begins to become overcast, as if you had until this effect ends. A charmed creature will regard you
cast Control Weather. A deep gloom settles over the land, and as a friend and do its best not to harm you or your allies. If
all outside light is dim, allowing you to walk freely during the you or your companions deal damage to that creature, it
day without gaining any levels of exhaustion. If you leave this can repeat the saving throw, ending the effect on a
5 mile area, the gloom and clouds disperse after 3 hours and success. If someone attempts to use Greater Restoration
the sunlight returns. or similar magic to cure the charmed effect, they must roll
a spellcasting ability check against your Blood Point DC.
If they succeed, the charmed effect ends and that creature
is immune to all your attempts to charm them for 24
hours.
Greater Creature
The Beastial At 17th level, your Transformation is truly terrifying to behold.
Creature of the Night You gain the following benefits when you Transform;
At 3rd level, you can spend half your maximum Blood points Your Blindsight in Creature form increases to 60 feet.
(rounded up) to transform into a large, bat-like Creature and Your unarmed attacks increase to 3d6.
gain the following features for 1 minute: Your bite damage increases to 2d8 necrotic damage.
You have immunity to non-magical damage from weapons
Your AC while in Creature form is equal to 10 + Your that aren't silvered.
Dexterity + Your Constitution modifier. You cannot use a You gain a ranged spell attack that deals Thunder damage
shield. equal to your Claw Attack damage. Targets you hit with
You gain a number of Temporary Hit Points equal to your this attack have to make a Constitution Saving throw. On a
Charisma Modifier + half your vampire level when you failed save, the target is deafened. On a successful save,
Transform. they take half as much damage and aren't deafened.
Your bite deals an additional 1d4 Necrotic damage on a
hit.
You gain a flying speed equal to your walking speed.
Your unarmed attacks increase to a 2d6 for damage dice.
You have advantage on Wisdom (Perception) checks.
You gain Blindsight for 30 feet.
Any clothing or equipment you are wearing melds into your
Creature form; you cannot wield manufactured weapons
while in this form. You have vulnerability to Thunder damage
while in Creature form. If you are deafened, you lose your
blindsight. You cannot recover or spend Blood Points while
deafened or the turn after you have taken Thunder damage.
This Transformation ends early if you are knocked
unconscious, killed, or stunned. You can couple this
Transformation with Vampire Lord at 20th level. You can
transform into a Creature a number of times per day equal to
your Charisma modifier.
Once you use all uses of this feature, you can't use it again
until you finish a long rest.
Unnerving Transformation
At 7th level, when you Transform into your Creature form,
you Frighten all creatures in a 30 foot radius. These
creatures make a Wisdom saving throw. On a failed save, the
creature is frightened for 1 minute. You have advantage on
attack rolls against creatures that are Frightened by you.
Blood Frenzy
At 11th level, when you drop a creature to zero hit points
while in Creature form, you can make an additional attack
against another creature within your range as part of your
Attack action.
Additionally, when you Transform, your size increases as if
someone had cast Enlarge on you, gaining all the benefits of
your new size.
Art Credit
Werebat by Lance Lewis(?)
The Count
Counts' Die
At 3rd level, you gain a die known as a Counts' Die. The
Counts' Die starts at a d4, which increases as you level up in
this class. By spending a Blood Point on your turn, you can
add or subtract the Counts' die to any roll as a reaction. You
must do this after seeing the roll, but before hearing the
results. You can do this a number of times per day equal to
your Charisma Modifier.
Your Counts' Die increases to a d6 at 7th level, a d8 at 11th
level, a d10 at 15th level, and a d12 at 19th level.
“This feature is more effective if you
count "1-2-3" before rolling your
Counts' Die.”
Arithmomania
At 17th level, you can cast a modified version of Irresistible
Dance. The target is compelled to count any small objects
(such as marbles or blades of grass) in the vicinity for the
duration of the spell.
Art Credit
Count by Cioccolatodorima
Drowned Slumber
The Corsair Starting at 7th level, for each hour you spend fully submerged
in Salt Water, you regain 1 Blood Point. You can use this
“I'll tell you a tale of Vampirates, feature during a short or long rest. You cannot swim and use
A tale as old as true. this feature at the same time.
Yea, I'll sing you a song of an ancient ship,
And its mighty fearsome crew. Sea Skipper
Yea, I'll sing you a song of an ancient ship, Starting at 11th level, you can traverse the waves as easily as
That sails the oceans blue... the deck of a swaying ship. You can spend a Blood Point to
That haunts the oceans blue.” walk on water for 1 hour per Blood Point spent in this way.
When you do this, the water is treated as difficult terrain.
~ Vampirates Book Series, by Justin Somper
Denizen of the Depths
Salted Veins Starting at 17th level, you have fully adapted to a life
underneath the cold ocean waves. Whenever you are
At 3rd level, you are no longer harmed by running water. You submerged underwater or within 1 mile of Saltwater, you
gain a swimming speed equal to your walking speed. You gain gain the following benefits:
proficiency in Sea based vehicles if you don’t already have it.
If your DM uses the rules for Firearms, you have proficiency You gain blind-sight for 60 feet and can see colors
with Pistols. underwater.
Immunity to Cold based damage.
Dirty Tricks Your swimming speed is equal to double your movement
At 3rd level, you learn three tricks of your choice. Many tricks speed.
enhance an attack in some way. You can use only one trick Once per day, your Bite attack can deal Cold damage
per attack. You learn one additional trick of your choice at instead of the normal damage. When you hit with this
7th, 11th, and 17th level. Each time you learn new tricks or attack, the target suffers from the effects of a Slow spell
level up in this class, you can also replace one trick you know until the start of their next turn.
with a different one. You spend Blood Points to fuel these
effects on your attacks, up to a maximum number of BP Art Credit
equal to your Charisma Modifier. Artwork done for the DLC of Total
war: Curse of the vampire coast by
Helder ALMEIDA
The Corsair
Dirty Tricks:
All Hands on Deck
Prerequisites: The Corsair Title.
Blood Cost: 2
When you spend these Blood Points, for 1 minute, you can
take a Bonus Action on each of your turns in Combat. This
action can be used only to take the Dash, Disengage, or Hide
action.
Backstabber
Prerequisites: The Corsair Title.
Blood Cost: Varies
When you hit a creature with a weapon attack, you can
spend Blood Points to distract the creature, giving your allies
an opening. You add the Blood Points spent to the attack’s
damage roll. The next attack roll against the target by an
attacker other than you has advantage if the attack is made
before the start of your next turn.
Blood of the Sea
Prerequisites: The Corsair Title.
Blood Cost: Varies
On your turn, you can use a bonus action and spend Blood
Points to infuse a companion with some of your undead
ichor. When you do so, choose a friendly creature who can
see or hear you. That creature gains temporary hit points
equal to the Blood Points spent + your Charisma modifier.
Broadside Barrage
Prerequisites: The Corsair Title, 7th level.
Blood Cost: 5
Your arm becomes a spectral cannon for 1 minute. Choose
a target you can see within 120 feet. As an action on your
turn, you can fire a cannon ball at that target. The target and
each creature within 5 feet of that target must make a
Dexterity saving throw. A creature takes 3d10 force damage
on a failed save, or half as much damage on a successful one.
On each of your turns until the effect ends, you can use your
action to fire the cannon in this way again, targeting the same
creature or a different one. While your arm is a cannon, you
cannot use your Claw attack with that arm and you have
disadvantage on Dexterity skill checks.
Captains' Orders
Prerequisites: The Corsair Title.
Blood Cost: Varies
When you take the Attack action on your turn, you can
forgo one of your attacks and use a bonus action to direct one
of your companions to strike. When you do so, choose a
friendly creature who can see or hear you and spend Blood
Points. That creature can immediately use its reaction to
make one weapon attack, adding the number of Blood Points
spent to the attack roll.
Art Credit: Win Screen by Billy Christian
Icy Depths
Clear the Deck Prerequisites: The Corsair Title, Heave To!
Prerequisites: The Corsair Title. Blood Cost: 0
Blood Cost: Varies When you use Heave To, each turn a creature starts
When you hit a creature with a melee weapon attack, you Restrained by this feature, it takes your Charisma Modifier in
can spend Blood Points to attempt to damage another Cold Damage.
creature with the same attack. Choose another creature
within 5 feet of the original target and within your reach. If Knock Off
the original attack roll would hit the second creature, it takes Prerequisites: The Corsair Title.
damage equal to the number of Blood Points spent. The Blood Cost: Varies
damage is of the same type dealt by the original attack. When you hit a creature with a weapon attack, you can
spend Blood Points to attempt to disarm the target, forcing it
Haul the Man Down to drop one item of your choice that it’s holding. You add the
Prerequisites: The Corsair Title. Blood Points spent to the attack’s damage roll, and the target
Blood Cost: Varies must make a Strength saving throw. On a failed save, it drops
When you hit a creature with a weapon attack, you can the object you choose. The object lands at its feet.
spend Blood Points to attempt to knock the target down. You
add the Blood Points spent to the attack’s damage roll, and if Landlubbers Pride
the target is Large or smaller, it must make a Strength saving Prerequisites: The Corsair Title.
throw. On a failed save, you knock the target prone. Blood Cost: Varies
When you hit a creature with a weapon attack, you can
Heave To! spend Blood Points to attempt to goad the target into
Prerequisites: The Corsair Title. attacking you. You add the Blood Points spent to the attack’s
Blood Cost: 2 damage roll, and the target must make a Wisdom saving
When you take the attack action on your turn, you can throw. On a failed save, the target has disadvantage on all
forgo one of your attacks to make a special attack against a attack rolls against targets other than you until the end of
target within 30 feet of you. Target make a Strength saving your next turn.
throw. On a failed saving throw, they are Restrained and
pulled to a space within 5 feet of you. On their turn, a target Art Credit: Lose Screen by Billy Christian
can make a Strength check to attempt to break free.
Lunging Attack
Prerequisites: The Corsair Title.
Blood Cost: Varies
When you make a melee weapon attack on your turn, you
can spend Blood Points to increase your reach for that attack
by 5 feet. If you hit, you add the Blood Points spent to the
attack’s damage roll.
Man Overboard
Prerequisites: The Corsair Title.
Blood Cost: Varies
When you hit a creature with a weapon attack, you can
spend Blood Points to attempt to drive the target back. You
add the Blood Points spent to the attack’s damage roll, and if
the target is Large or smaller, it must make a Strength saving
throw. On a failed save, you push the target up to 15 feet away
from you.
No Quarter Strike the Heart
Prerequisites: The Corsair Title. Prerequisites: The Corsair Title.
Blood Cost: Varies Blood Cost: Varies
When you hit a creature with a weapon attack, you can When you make a weapon attack roll against a creature,
spend Blood Points to maneuver one of your comrades into a you can spend Blood Points and add the number spent to the
more advantageous position. You add the Blood Points spent roll. You can use this trick before or after making the attack
to the attack’s damage roll, and you choose a friendly creature roll, but before any effects of the attack are applied.
who can see or hear you. That creature can use its reaction to
move up to half its speed without provoking opportunity Swashbuckler Swindle
attacks from the target of your attack. Prerequisites: The Corsair Title.
Blood Cost: Varies
Parry You can spend Blood Points and use a bonus action on
Prerequisites: The Corsair Title. your turn to feint, choosing one creature within 5 feet of you
Blood Cost: Varies as your target. You have advantage on your next attack roll
When another creature damages you with a melee attack, against that creature. If that attack hits, add the Blood Points
you can use your reaction and spend Blood Points to reduce spent to the attack’s damage roll.
the damage by the number of Blood Points spent + your
Dexterity modifier. The Hempen Jig
Prerequisites: The Corsair Title.
Part of the Crew Blood Cost: Varies
Prerequisites: The Corsair Title. When you move, you can spend Blood Points, adding the
Blood Cost: 1 number spent to your AC until you stop moving.
When you drop a creature to zero Hit Points, you can
spend a Blood point to temporarily gain control of its corpse. To the Locker
Choose a target that you can see. The corpse rises up, walks Prerequisites: The Corsair Title.
up to its movement speed to a space within attack range of Blood Cost: 6
the target, and makes a single attack from one of its available Once per day, you can cast Banishing Smite.
actions, after which it drops back down on the ground, lifeless
once more. Wolves of the Sea
Prerequisites: The Corsair Title.
Riposte Blood Cost: Varies
Prerequisites: The Corsair Title. When you hit a creature with a weapon attack, you can
Blood Cost: Varies spend Blood Points to attempt to frighten the target. You add
When a creature misses you with a melee attack, you can the Blood Points spent to the attack’s damage roll, and the
use your reaction and spend Blood Points to make a melee target must make a Wisdom saving throw. On a failed save, it
weapon attack against the creature. If you hit, you add the is frightened of you until the end of your next turn.
Blood Points to the attack’s damage roll.
Art Credit: Pirate Wall Art from Second
Life Marketplace
Ravenous Feast
The Host Starting at 7th level, you can cast Heroes' Feast once per day.
After consuming this feast, you regain an amount of Blood
“The feasting and revelry would last for Points equal to half your maximum, along with any other
weeks at a time. effect.
Great stone tables were set with such an abundance of rare
delicacies that we would stuff ourselves until the exotic Love Letter
became mundane. When the lavish spread began to spoil, a
At 11th level, when you hit a creature with your natural
ravenous gourmand gleefully proposed that we sample from weapons, you can infect the creature’s body with a parasitic
the fetid pile of composting refuse! The notion was dismissed egg. The target must succeed on a Constitution saving throw,
as decidedly unhealthy. But days later, he was found cackling or suffer one of the following effects (your choice):
madly atop a heap of rancid comestibles, licking his fingers in
The target must use its reaction to move up to its speed
delight.” ~ The Ancestor, Darkest Dungeon: Crimson Curse. and make a melee attack against another creature of your
choice that you can see.
Crimson Curse The target must use its reaction to move up to its speed in
a direction of your choice, provoking opportunity attacks
At 3rd level, when you select this title, at the end of a long along the way. This movement cannot force the creature
rest, you can select a number of willing creatures equal to to move into immediate danger, such as walking off a cliff
your Charisma modifier (minimum of one creature). These or into a fire.
creatures gain the following effects until you take a long rest.
Disadvantage on saving throws against Stuns and The egg infects the target’s body for 1 minute, at the end of
Poisons. which it hatches, bursting in a horrendous display of blood
They roll 1 fewer hit dice when rolling to recover Hit and viscera. Each creature within 15 feet of the target has to
Points. make a Dexterity saving throw, taking 4d8 necrotic damage
They have advantage on Initiative rolls. on a failed save, or half as much on a successful one. The
Advantage on Saving Throws against being Charmed or target of Love Letter fails this saving throw automatically.
Frightened. The egg hatches automatically if the target dies before the
minute transpires.
As a bonus action, you can spend 3 Blood Points to You can use this feature a number of times equal to your
temporarily suppress the drawbacks of this feature for all of Charisma modifier (a minimum of once). You regain all
your allies affected by this feature for 1 Hour. expended uses when you finish a long rest.
Bloodlust The Host
At 17th level, you can target creatures affected by your
Crimson Curse or who have consumed your Ravenous Feast Blood Features:
with a maddening hunger. You spend 1 Blood Point per target Ancestors Vintage
that you select, and these targets gain the following for 1 Prerequisites: The Host Title, 9th level.
minute: Blood Cost: 0
They add an additional damage die to their damage rolls. Reduces the BP needed to suppress the drawbacks of the
Creatures affected by your Crimson Curse feature do not Crimson Curse on affected targets to 2.
suffer from the usual drawbacks.
Advantage on saving throws against Stuns and Poisons. Mantra of Fasting
The Blood Quickens: Advantage on Dexterity Saving Prerequisites: The Host Title, 7th Level
throws and +10 feet to their movement speed. Blood Cost: 0
When a target does not partake of your Ravenous Feast
Once these effects have ended, a creature cannot benefit while under the influence of your Crimson Curse, they gain
from additional uses of Bloodlust until after a long rest. The +10 to their movement speed and Temporary HP equal to
creature gains a level of exhaustion after coming down from your Charisma Modifier after a short rest .
the Bloodlust for 1 minute.
Mercurial Salve
Prerequisites: The Host Title, Love Letter
Blood Cost: 2
You can spend BP as a reaction to grant advantage to any
creature targeting the host of the Love Letter on their next
attack.
Sanguine Snuff
Prerequisites: The Host Title, 17th level.
Blood Cost: 2
As a Bonus action on your turn, you can spend BP on a
Art Credit target affected by the Crimson Curse. The target scores a
Darkest Dungeon: Crimson Curse critical hit on a roll of an 18-20 on a d20 for 1 minute or until
DLC by Chris Bourassa scoring a critical hit on an 18. Only one creature at a time can
benefit from this feature at any given time. If you use this
feature on a creature while the effect is still active on another
creature, the latter loses the benefit and the one you chose
gains it.
The Impaler
Dreaded Warrior
Starting at 3rd level, you gain proficiency in Heavy armor and
your hit point maximum increases by 3 and increases by 1
whenever you gain a level in this class. You can also pick one
of the following Fighting Styles:
Archery. You gain a +2 bonus to attack rolls you make
with ranged weapons.
Defense. While you are wearing armor, you gain a +1
bonus to AC.
Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
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, even if the new roll is a 1 or
a 2. 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 second attack.
Carnal Renewal
At 7th level, when you drop a creature to 0 hit points, you can
spend a Blood Point to gain temporary hit points equal to
your Constitution modifier plus your proficiency bonus. You
also regain 1 Blood Point if you are not at your maximum.
Decree of Death
At 11th level, you instill terror in your foes and bloodlust in
your allies. As an action, you can choose a total number of
enemies and allies that you can see within 60 feet of you
equal to your Charisma modifier.
Those you designate as enemies must make a Wisdom
saving throw or be Frightened until the end of your next turn.
Those you designate as allies have advantage on attack
rolls until the end of your next turn.
For each creature you choose to target exceeding your
Charisma Modifier, you must spend an additional 2 Blood
Points. Once you use this feature, you cannot use it again
until you finish a long rest.
Merciless
At 17th level, you score a critical hit on a 19 or 20. You can
spend 2 Blood Points as a bonus action to increase this to 18-
20 for one minute, or until you score a critical hit on an 18.
Art Credit
Minds Eye Society: Ordo Dracul Logo
From White Wolf.
Isengrim Faoiltiarna - The Iron Wolf
by By Marina Botylieff
The Mindful (UA)
Psionic Talent (UA)
At 3rd level, you harbor a wellspring of psionic power within
yourself, an energy that ebbs and flows as you channel it in
various ways. This power is represented by your Psionic
Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent
die in the following ways:
Mind Siphon. When you deal damage with your Bite
attack, you can choose to deal deal Psychic damage
instead of Necrotic Damage.
Psi-Domination. When you force a creature to make an
Intelligence, Wisdom or Charisma Saving throw, you can
roll your Psionic Talent die and subtract the number from
the creatures’ roll.
Dream Eater. You can cast Sleep once per day by
spending a Blood Point.
Changing the Die’s Size. If you roll the highest number on
your Psionic Talent die, it decreases by one die size after the
roll. This represents you burning through your psionic energy.
For example, if the die is a d6 and you roll a 6, it becomes a
d4. If it’s a d4 and you roll a 4, it becomes unusable until you
finish a long rest. Conversely, if you roll a 1 on your Psionic
Talent die, it increases by one die size after the roll, up to its
starting size. This represents you conserving psionic energy
for later use. For example, if you roll a 1 on a d4, the die
becomes a d6.
Whenever you finish a long rest, your Psionic Talent die
resets to its starting size. When you reach certain levels in
this class, the starting size of your Psionic Talent die
increases: at 7th level (d8), 11th level (d10), and 17th level
(d12).
Psi Replenishment. As a bonus action, you can calm your
mind for a moment and restore your Psionic Talent die to its
starting size. You then can’t use Psi Replenishment again
until you finish a long rest.
Mind Over Matter
At 7th level, your Psionic powers constantly keep you afloat
several inches above the floor. You have immunity to
knockback and the prone condition and you can cast Levitate
on yourself at will.
Your claws rend through the very mindscape of your prey.
When you use your unarmed strike with your Claws, you can
roll your Psionic Talent die and add the result as Psychic
damage.
Art Credit
Cosmetic Icon Jiang-shis' Revenge
from Dota 2
Consumed Knowledge
At 11th level, when you feed on a creature, you temporarily
tap into the knowledge base that the creature possesses. You
get a brief glimpse of the creature’s thoughts and memories,
as if it had failed a saving throw against the Detect Thoughts
spell. When you do this, choose one of the following;
You gain proficiency in a skill that the creature knows; if
you already have proficiency, you gain expertise (double
your modifier).
You learn 1 language that the creature knows. If the
creature does not know a language, you cannot select this
trait. If the creature cannot speak but know a language,
you can communicate with them as if using the Telepathy
spell.
You relive the life of the creature for the last 8 hours as if
you were experiencing them through your own senses in
one minute.
This feature lasts until you take a long or short rest. You
can only benefit from one Consumed Knowledge at a time;
when you feed on another creature, if you choose to benefit
from this feature again, the previous benefit that you had is
replaced by the one you just chose.
Soul Eater
At 17th level, you can absorb the life force of nearby
creatures. As an action, you choose a number of creatures
you can see within 30 feet of you. These targets make an
Intelligence saving throw, with disadvantage if you have
previously hit them with your Bite attack.
On a failed save, the targets take 8d8 psychic damage, and
you recover 1 Blood Point for each creature that fails this
saving throw.
You gain temporary Hit Points equal to half the damage a
single creature takes from this feature; calculate these
temporary Hit Points using the creature that took the most
damage. You lose any remaining temporary Hit Points after 1
minute.
Art Credit:
Puppet Gigant by Ray Gigant
The Refined
Spellcasting
The power of your Blood demands to be let loose, and erupts
from your body in the form of powerful spells. Though you
are less limited than other spell casters, you must choose Spells Known of 1st
your spells more carefully.
Level and Higher
Cantrips You know two 1st-level spells of your choice from the Schools
At 3rd level, you know two cantrips of your choice from the of Enchantment, Illusion or Necromancy.
Schools of Enchantment, Illusion or Necromancy. You learn The Spells Known column of the Refined table shows
additional cantrips of your choice at higher levels, as shown when you learn more Vampire spells of your choice. Each of
in the Cantrips Known column of the Vampire table. these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can
choose one of the spells you know and replace it with another
Spell Slots spell from within the Schools of Enchantment, Illusion or
The Refined table shows how many spell slots you have to Necromancy, which also must be of a level for which you have
cast your spells of 1st level and higher. To cast one of these spell slots.
spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long Spellcasting Ability
rest. Charisma is your spellcasting ability for your Vampire spells,
For example, if you know the 1st-level spell Cause Fear and since the power of your magic relies on your ability to project
have a 1st-level and a 2nd-level spell slot available, you can your will into the world via your Blood. You use your Blood
cast Cause Fear using either slot. Feature Attack Modifier and Saving throw for your
Spellcasting, since you rely on your Blood to cast spells.
Spellcasting Focus
Art Credit: Count Vladimir, League of You can use your Blood or your Token as a spellcasting focus
Legends (Render) by PopokuPinguPop90 for your Vampire spells.
Blood background by Deathmajete
Art Credit:
Vampire Aristocrat by CG-Zander
The Refined Spellcasting
Cantrips Spells
Level Known Known 1st 2nd 3rd 4th 5th
3rd 2 2 2 — — — —
4th 2 2 2 — — — —
5th 3 3 3 — — — —
6th 3 3 3 — — — —
7th 3 4 4 2 — — —
8th 3 4 4 2 — — —
9th 3 5 4 2 2 — —
10th 3 5 4 3 3 — —
11th 3 5 4 3 3 — —
12th 3 6 4 3 3 1 —
13th 3 6 4 3 3 1 —
14th 3 6 4 3 3 2 —
15th 3 7 4 3 3 2 1
16th 3 7 4 3 3 2 1
17th 3 7 4 3 3 2 1
18th 3 8 4 3 3 3 1
19th 3 8 4 3 3 3 2
20th 3 8 4 3 3 3 2
Hemorrhagic Casting
At 3rd Level, you regain an extra Blood Point when you feed
on sleeping, Charmed, or willing targets. This increases to 2
at 7th level, 3 at 11th level, and 4 at 17th level.
When you cast a damage dealing Cantrip, the spell deals
additional Damage equal to your Charisma Modifier.
Royal Lineage
At 7th level, you have an additional 5 Blood Points. This
increases to 10 at 14th level for a total of 30 BP at 20th level.
You gain the Beguiling Gaze Blood Pool feature if you do
not have it. This feature does not count against your total
Blood Features.
Phantom Fangs
At 11th level, if a creature you can see is not at its' maximum
Hit Points, or if it is Charmed by you, you can make your Bite
attack as a Ranged attack and regain Blood Points and Hit
Points as normal.
Blood of Lazarus
At 17th level, once per day, when you drop to 0 Hit Points,
you can revive yourself with half your total Hit Points. When
you do this, you lose all your remaining Blood Points.
Once you use this feature, you can't use it again until you
finish a long rest.
Blood Pool Features
"So give them blood, blood, gallons of Beguiling Gaze
the stuff Prerequisites: None
Give them all that they can drink and it Blood Cost: 2
will never be enough Choose a humanoid within 30 feet of you. You can spend 2
So give them blood, blood, blood Blood points to force them to make a Wisdom saving throw.
Grab a glass because there's going to be a If you or your companions have harmed the creature, they
flood" ~ My Chemical Romance, Blood have advantage on the saving throw.
Agonizing Bite On a failed save, they are charmed by you and will regard
Prerequisites: None you as a friend to be trusted, respected, and helped. They will
Blood Cost: 0 not attempt to harm you, however they will not be willing to
Your fangs become longer and deadlier. You add your be harmed on your behalf. They are charmed for 1 hour, after
Charisma Modifier to the amount of Necrotic Damage dealt. which they are unaware you charmed them and will
rationalize their actions as them being in a good mood or
Armored Titan enjoying your company.
Prerequisites: 7th level, Impaler Title On a successful save, the target is unaware that you
Blood Cost: 1 attempted to charm them but is immune to all your attempts
While you are wearing Heavy or Medium Armor, you can to charm them for 24 hours.
spend a BP as a reaction to impose disadvantage on a single
attack roll. Bilu Blood
Prerequisites: 4th Level
Astral Projection Blood Cost: 1
Prerequisites: Mist Form, Mindful Title By spending a Blood Point, you can have your next
Blood Cost: 1 unarmed strike deal Acid damage instead of the normal
You can deal psychic damage to creatures while in your Slashing damage.
Mist Form Feature. If you occupy the same space with or
move through a creature while incorporeal, the creature Blood Magic
makes a Wisdom saving throw. On a failed save, they take Prerequisites: 3rd Level
damage equal to a roll of your Psionic Talent Die or half as Blood Cost: 2-4
much damage on a success. You learn 2 cantrips from the Warlock spell list. In
addition, you may prepare a 1st level Enchantment, Illusion
or Necromancy spell when you finish a long rest. Casting this
spell costs 2 blood points. You may take this Feature multiple
times to gain additional cantrips and prepare multiple spells.
When you reach 6th level in this class, you may prepare an
additional spell of 2nd level that is in the school of
Enchantment, Illusion or Necromancy. Casting a 2nd level
spell in this way costs 4 blood points.
Children of the Night Create Thrall
Prerequisites: 3rd Level Prerequisites: 9th Level
Blood Cost: Varies Blood Cost: Varies
You can use your Blood to summon a number of animals to You attempt to control the mind and actions of a Humanoid
you. You spend a number of Blood Points equal to the target using your Blood. You spend a number of Blood Points
number of animals or swarms you are trying to summon equal to the CR of the target you are trying to control, to a
(minimum of 1, maximum of 5). You can summon swarms of maximum of your current level (minimum 1). If the creature
bats, rats or ravens, or a wolf. The called creatures act as consumes your Blood, it must succeed on a Wisdom saving
allies and obey your spoken commands to the best of their throw or become charmed by you for the duration. On a
ability. The beasts remain for 1 hour, until you die or are failed save, the charmed target regards you as a trusted
knocked unconscious, or until you dismiss them as a bonus friend to be heeded and protected.
action. Although the target isn't under your direct control, it takes
your requests or actions in the most favorable way it can. You
Consumed Transformation can issue any command you choose, short of an activity that
Prerequisites: Beastial Title, Master of the Pack would result in certain death. Should you issue a suicidal
Blood Cost: Varies command, the control ends. Your Thrall is a willing target for
You can assume the form of an animal that you consumed your Bite attack. You do not have to spend a BP on Bite
(killed through feeding). You spend Blood Points equal to the against your Thralls. The effect lasts 24 hours, until you are
CR of the creature (maximum half your Vampire level). This killed or knocked unconscious, are on a different plane of
follows the same shapechanging rules as your Master of the existence than the target, or you take a bonus action to end
Pack feature. the effect. A remove curse, greater restoration, or wish spell
also ends it.
Create Spawn As long as you are on the same plane of existence as a
Prerequisites: 15th Level, Create Thrall Thrall, you can telepathically send them commands from up
Blood Cost: 0 to 10 miles away. If you leave this range, the Thrall continues
Once per week, when you kill a humanoid with your bite to act normally and awaits your return until the effect wears
attack, you can bury the body. The following night, the body off, having only a hazy memory of who you are and what
rises up as a Vampire Spawn under your control. happened to them.
Your Vampire Spawn counts for your total number of You can expend Blood Points to increase the duration
Thralls. You can free a Vampire Spawn to create a full against a lower CR target; the duration increases to 10 days
Vampire by feeding them some of your Blood. The newly with 3 BP, to 30 days with 6 BP, to 180 days with 9 BP, to a
created Vampire is under no obligation to serve you, but will year and a day with 12 BP, and it becomes permanent with
attempt to assist you as best it can if properly motivated. 18 BP and can only be removed by the spells named above.
In order to create a Spawn, you must maintain this feature You may only Create one Thrall at a time. When the
for the entire process. previous one expires or is killed, you may create a new one. If
you permanently create a new Thrall, you may create a new
Art Credt: Vampire Lord by one. You may have a maximum number of Thralls equal to
CarlosAmaralArt your Charisma Modifier.
Create Vampiric Mist
Prerequisites: 5th Level
Blood Cost: 3
By spending your Blood Points, you draw the life force out
of a corpse that has been created in the last minute. The
corpse becomes a Vampiric Mist. You can control the actions
of this Mist for 1 minute.
Creepy Crawler
Prerequisites: None
Blood Cost: 0
You can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Draining Bite
Prerequisites: None
Blood Cost: 2
Immediately after you take the Attack action to deliver an
unarmed strike on your turn, you can spend 2 Blood points to
Bite the target as a bonus action, regardless of the normal
restrictions of your Bite attack.
Art Credit: Vampire Mage By Trufanov Improved Beasts
Echolocation Prerequisites: 7th level, Children of the Night, Beastial
Prerequisites: None Title
Blood Cost: 2 Blood Cost: 0
By spending Blood Points as an action, you gain Blindsight When you use Children of the Night, your summoned
and Tremorsense for 30 feet for 1 minute. You cannot detect Swarms or Wolves add your proficiency bonus to their attack
creatures behind full cover with this Blindsight rolls and damage rolls.