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Art: Bloodthrone vampire mtg.

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Vampirism
Vampirism is the term for the transformative curse that turns people into what we know as vampires.
There exists multiple bloodlines that vampires belong to and multiple levels of transformation.

Contracting vampirism
There are several ways to contract the vampire curse, each one should be considered by
adventurers and vampire hunters

● Bite
A vampire's bite affects a character like an intoxicating drug that commonly results in an addictive
hold over the victim, turning them into a spawn. Detailed in the section “addiction and compulsion”

● Blood to blood contact


If a vampire's blood enters another humanoid's veins through an open wound, sore, or mucus
membrane, the humanoid must make a DC 18 constitution saving throw or contract vampirism (see
the section ‘gestation’). A character that succeeds this saving throw is immune to further instances of
this effect within the next 24 hours

● Marriage
Marriage (for lack of a better word) for a vampire is a special ritual that is performed to create what is
commonly referred to as a ‘vampire’s bride’. The ritual and what it entails is detailed in the section
“vampires brides”. Note that the term bride in this usage of the word is not gender specific and can
be used to describe any creature taken by the vampire as ‘bride’

● Dying
A character that dies by the bite or other natural weapon of the vampire raises the following night as
a mindless ghoul following the statistics of a vampire spawn in the monster manual except cannot
speak

Addiction and compulsion:

Short term effects:


A character that is bitten by a vampire npc may be subject to one of two effects of the vampires
choosing. (this should not be granted to player vampires so to maintain a power balance)
● Exert control
A character must make a DC 17* wisdom save. If the target character fails the save they are affected
by the drug of a vampire's bite and have a compulsion to follow commands from the vampire for one
round, during that round the character cannot take damage other than damage that would reduce
their hit points to zero.
A character that is killed within three rounds after being bit by a vampire wakes the following
midnight as a vampire spawn addicted to the vampire's drug.

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● Grant strength
The character receives 2d6 temporary hp and a +2 to strength and constitution for one hour, they
also receive a sense of euphoria and vitality, and must succeed in a DC 17* constitution save or
become a vampire spawn addicted to the vampire’s drug.

The bite of a vampire spawn doesn’t have the same level of toxins as a bite from a vampire. And so
a normal character will get a sense of euphoria with a bite from a spawn but a spawn will not and will
seek out a vampire's bite.

* The DCs are calculated using charisma. Vampires other than the vampire in the monster manual
will have different DCs

Long term effects:


A character who is addicted to a vampire’s drug experiences a variety of symptoms. This addiction is
treated as a disease and a detect poison and disease spell will identify this character as diseased.
● Sleep deprivation
Every time an addicted character attempts to sleep they must make a constitution save DC 15, if the
character succeeds they rest normally but if the character fails they are kept awake by aching bones.
● Appetite affected
Every time an addicted character attempts to eat they must make a wisdom saving throw DC 10 or
their stomach turns at the thought of anything but warm blood.
● Urges
Every time an addicted character foresees an opportunity to obtain another vampire's bite they must
make a wisdom saving throw DC 17, if the character fails they must do everything in their power to
get it, if the character succeeds however they can resist all urges this way for the next 24 hours.
● Insanity
If an addicted character dies of exhaustion they are raised an hour later as a mindless ghoul
following the statistics of vampire spawn in the monster manual except cannot speak

Sharing blood and a vampires intention


● Blood to blood contact
Vampires are aware of this method of transmitting the disease and often try hard to prevent it
because this always creates a true vampire rather than a spawn, this however can be used
intentionally by the vampire as a way to sponsor new members for their house. New members this
way are at first treated as pets by the non sponsoring vampires

● Vampires bite
A vampire’s bite is a powerful weapon and a vampire will use it to control others. However it is not
uncommon for a vampire that does not hold status in their house, or weak vampires who do not
belong to a house to live in cities or villages. These such vampires will use their bite only to feed,
and be sure to kill who they bite and destroy their bodies to keep any spawn from leading the
townsfolk back to them. It is also true for these common vampires that they might have a secretive
relationship with one individual who they feed on exclusively and keep as a spawn. Both behaviors
have their inherent risks

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● Marriage
Because of the arduous process involved in a vampire taking a bride a vampire will never even
consider it unless they have a serious connection with another creature

● Dying
A vampire who kills someone with their bite or another natural weapon will gain a spawn under their
command the following night, this doesn't always put a vampire in a favorable spot so sometimes the
vampire will destroy the body so that it cannot become a spawn.

Vampires brides
When a vampire takes a bride it is a very serious undertaking in multiple ways.
For a vampire to take a bride they perform a ritual that involves draining all the blood from
the bride to be and then force feeding their vampiric blood to the bride. Most vampires would drain
their chosen bride's blood by drinking it but others find it more holy to tear an artery and let their
blood spill to the ground.
Once the bride has the vampire's blood in their system they wake and begin feeding violently
on the vampire, and if the vampire is not careful it could easily perish by this. After the bride has
finished feeding they fall unconscious for a week before waking up to be a vampire. However the
bride is not created with the instincts that other vampires have and must be taught how to feed and
use their powers or else they might accidentally starve to death or destroy themself in another
manner
The vampire is crippled by this ritual and for the month after the ritual the vampire’s
maximum hit points are reduced to one quarter (rounded down) what they are normally

Vampires gain the following when they have a bride:


● Psychic link
The vampire always knows what their bride is feeling emotionally and physically. The vampire can
also communicate with their bride telepathically as long as they are on the same plane of existence
● Physical connection
When the vampires bride takes damage the vampire also takes that much damage, and if the bride
is killed then the vampire loses hit points equal to half their hit point maximum

Vampire spawn
A vampire spawn gains abilities according to the bloodline they belong to (see the ‘vampire
bloodlines’ section) and also experience the long term effects from the ‘addiction and compulsion’
section. A vampire spawn, unless otherwise stated, retains their personality and all there game
statistics

There are two ways for a spawn to become a vampire


● The spawn eats a vampire's heart

● The spawn drains the blood from a humanoid entirely

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Gestation
When the character becomes a vampire they enter a four day gestation period. During this period
they exhibit no symptoms, but a detect poison and disease spell will identify the character as
diseased. If they were a spawn they become increasingly healthier, recovering from their ghoul like
state of being a spawn. At the end of the gestation period they apparently die of exhaustion and
raise the next night as a vampire gaining, if they haven’t already, abilities according to the bloodline
they belong to (see the section ‘bloodlines’).
During the gestation period the character may take silver tonics and herbal medicine daily to
extend the gestation period. These medicines cost about 5gp per days worth of medicine

Cures for vampirism


● Belladonna
Belladonna works to cure vampirism much the same as it does lycanthropy.
Belladonna (also known as deadly nightshade) can be used to cure a vampire spawn or a vampire in
gestation. The character retakes the saving throw that they originally made against contracting
vampirism upon eating the belladonna, however they are incapacitated for 1d4 days after ingesting
the belladonna
● Remove curse
Remove curse is commonly available to an adventuring party and the DM may decide that this
makes vampire inherently not risky to fight and exclude this from the options for curing vampirism.
If this option is allowed then it functions the same as belladonna except without incapacitating the
character
● Rotten blood
If a vampire spawn is fed a liter of rotten humanoid blood they will be cured of vampirism. However
this is physically damaging to a vampire spawn and they will reject it meaning they will have to be
force fed. This method deals 2d6 necrotic damage and leave the character diseased and bedridden
for 1d4 months
● Peachwood
If a character who has vampirism is stuck with hardened peachwood needles in acupuncture points
for at least two whole days during gestation they are cured of vampirism
● Resurrection
If resurrection or true resurrection is cast on a slain vampire it is brought to its original state before
becoming a vampire
● Killing the sire
When a vampire is killed any spawn they have created are cured in 1d4 days

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Vampire alignments
A character that becomes a vampire is still the same person as before they had become a vampire,
however in their first night as a vampire they are unable to control themselves, murdering and
feeding on the first humanoid they find. When a vampire character feeds for the first time they must
make a wisdom saving throw DC 8 + their wisdom modifier + their proficiency or become an evil
NPC, overcome by the euphoria of their bloodlust.
a vampire must feed on blood every day to sustain itself but their alignment may only change
if the vampire feeds straight from a humanoid, a vampire may drink “stale blood” or blood that had
been safely removed from a humanoid, or even drink animal blood to sustain themselves. If a
vampire feeds straight from a humanoid they must make a wisdom saving throw equal to 8 + their
proficiency + their wisdom modifier, if they fail their alignment moves one step closer to evil.

Vampire bloodlines
A vampire has different abilities depending on the bloodline they belong to, which is determined by
the bloodline of the vampire that infected them. Every vampire gets their level 0 bloodline abilities for
free but are able to increase their power and abilities by letting the curse take a greater hold over
their body. For a player character this means they must take class levels in the vampire prestige
class below. A prestige class like this one functions like other character classes but only has a few
levels for a character to multi class into after reaching a prerequisite to do so, in this case the
prerequisite is that the character is a vampire

Vampire
Hit dice d10
Proficiency
Level bonus Features

1 2 Bloodline feature

2 2 Charm

3 2 Bloodline feature

4 2 Ability score increase

5 3 Undead fortitude, regeneration

6 3 Bloodline feature

Charm: (level 2)
As an action you target one humanoid you can see within 30 feet of you. If the target can see you ,
the target must succeed on a Wisdom saving throw (DC 8 + your charisma mod + your proficiency)
against this magic or be charmed by you. The charmed target regards you as a trusted friend to be
heeded and protected. Although the target isn't under your control, it takes your requests or actions
in the most favorable way it can. Each time you or your companions do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect
lasts one hour or until you are killed, on a different plane of existence than the target, or take a
bonus action to end the effect. You may use this effect once in between long rests.

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Undead fortitude: (level 5)
If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit
point instead. You may use this ability a number of times equal to your constitution modifier, you
must complete a long rest to regain use of this ability.

Regeneration: (level 5)
On the start of your turn you may choose to regain hit points equal to your level. You may use this
ability once in between long rests

Vampire bloodlines

● Western bloodline
The western bloodline is the bloodline most vampires belong to, lord Strahd von Zarovich is the
original vampire of this bloodline

Level 0
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Weaknesses:
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Forbiddance
When you enter a place of private residence without invitation you have disadvantage on all
charisma skills until you leave
- Stake to the heart
When you are struck with a wooden weapon that deals piercing damage and the attack roll die result
is 18 to 20 you take one additional die of weapon damage from the attack

Level 1
Shape change:
Chose one; bat, rat, wolf
You gain the ability to take the physical shape of the selected creature as an action, while in the
physical shape of the creature you retain your darkvision, wisdom, charisma, intelligence, and hit
points, but all other statistics are changed to that of the animal you have taken the shape of
Children of the night:
You know the summon beast spell and can cast it once, without components or spending a spell slot,
between long rests

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Level 3
Spider climb:
You can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check. You also gain a climbing speed equal to your walking speed

Level 6
Mist form:
Once in between long rests when you drop to 0hp you may instead choose to reduce to 1hp and
become a cloud of mist that is immune to non magical damage except by fire and can squeeze into
a space as small as one inch without penalty. This form lasts for one minute or until you end it as a
bonus action. Additionally, while in this form you have a fly speed of 30ft (hover) and cannot swim

● Eastern bloodline
The eastern bloodline is a variety of vampires that have snake-like features, they are rare even in
the east as they don't share their blood lightly

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
weaknesses:
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Held breath
If a living creature holds its breath or does not breath you must make a wisdom saving throw DC 8 +
your proficiency + your wisdom mod, if you fail the save you cannot perceive the creature until it
breathes, attacks you, or casts a spell on you. You may make this saving throw once per creature
per day
- Mirror
If you look into a silver mirror you must make a charisma saving throw DC 8 + your proficiency +
your charisma mod, if you fail you become paralysed and must repeat the saving throw.

Level 1
Shape change:
You gain the ability to take the physical shape of a constrictor snake as an action, while in the
physical shape of the creature you retain your darkvision, wisdom, charisma, intelligence, and hit
points, but all other statistics are changed to that of the creature
Water snake:
You can breathe air and water and have a swim speed of 40ft

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Level 3
Social expertise:
You choose two charisma skills, if you have proficiency in them you gain expertise (add double your
proficiency bonus), if you don’t have proficiency in them you gain proficiency in them

Level 6
Vanish:
You may use an action to become invisible for up to one minute or until you use an action or bonus
action or move more than 5ft or dismiss it (no action required)

● Savage bloodline
Corpse vampires belong to this bloodline. The bloodline was created when a god queen embalmed
herself for burial but had been exhumed years later by bandits, she rose then as a corpse vampire

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Silver
When attacked by a weapon made of silver and the attack roll die result is an 18 to 20 you take an
additional die of weapon damage
- Running water
If you enter or start your turn in running water you take damage equal to your proficiency
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight

Level 1
Very superior dark vision:
Your darkvision increases to 200ft
Immunity:
You are immune to all poison and disease even magical poison and disease

Level 3
Vampiric toughness:
You gain 2 hit points times your vampire level
Poison:
Once per turn if you successfully attack a creature with an unarmed strike or natural weapon attack
you may deal an additional 1d4 poison damage to it

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Level 6
Pounce:
You may use a bonus action to move up to 15ft towards a creature and attack with an unarmed
strike or natural weapon attack. If you successfully land the unarmed strike you knock the target
prone.

● Spirit vampires
Spirit vampires are vampires whose bodies failed to take the disease usually due to improper
destruction of the body. Spirit vampires lose any physical form during their transition to undeath and
exist as ghosts

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Iron
When attacked by a weapon made of cold wrought iron and the attack roll die result is an 18 to 20
you take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Salt
When salt is spread across the floor you must make a wisdom saving throw DC 15 to come within
15ft of the salted area. If you succeed then traveling within 15ft of the salted area is considered
difficult terrain

Level 1
Incorporeal movement:
you can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10)
force damage if you end your turn inside an object.
Flight:
You gain a 30ft fly (hover) speed

Level 3
Superior darkvision:
You gain a darkvision of 120ft if you didn’t already have a longer darkvision

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Possession:
you can use an action to attempt to possess a creature. you force the target to make a charisma
saving throw DC 6 + your proficiency + your charisma modifier. The DC increases by two if the target
is grappled by you.
This method of possession is very violent and overt.
When you possess a creature you use the Stat block of the possessed creature but retain your
intelligence, charisma, and wisdom scores. you retain full control over the creature you possess. If
the possessed creature is reduced to 0 hit points it is stable and the possession immediately ends.
A creature possessed by you gets to redo its saving throw against possession at the start of every
day, this DC is always the higher DC as if it's grappled.
You can end possession of a creature early by spending an action to do so.

Level 6
Ethereal slip:
You may use your bonus action to slip into the ethereal plane for up to one minute, or until you
dismiss it (no action required). While on the ethereal plane this way you are still able to be seen on
the material plane and can see into it but you are unable to be affected by physical matter or magic
on the material plane. However you are still affected by your salt weakness. You may use this a
number of times equal to your proficiency bonus between long rests.
You may also spend one use of this ability as a reaction when taking damage to slip into the
ethereal plane avoiding the damage entirely

● Psychic vampires
There is a variant strain of the western bloodline that only affects creatures that are psychically
adept. Psychic vampires extract psychic energy from their victims rather than blood

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Drain:
You gain a natural weapon attack that uses your intelligence modifier instead of your strength
modifier, that deals 1d6 damage psychic damage to a range of 15ft and upon a successful attack
with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Psychic
If you are targeted by an attack that deals psychic damage and the attack roll die result is 18 to 20
you take an additional die of damage from that source
- Mirror
If you look into a silver mirror you must make a charisma saving throw DC 8 + your proficiency +
your charisma mod, if you fail you become paralysed and must repeat the saving throw.
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight

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Level 1
Projection of fear:
As a bonus action you may target one creature within 120ft of you that you know of, that creature
makes a wisdom saving throw DC 8 + your charisma mod + your proficiency bonus. If they fail the
save they are frightened of you for one minute, repeating the save at the end of each of their turns.
You may use this ability a number of times equal to your proficiency bonus between long rests
Lesser psychic powers:
You know the mage hand cantrip but when you use the mage hand cantrip this way there is no
visible hand. Charisma is your spellcasting modifier for this ability

Level 3
Psychic powers:
You know and can cast the ray of enfeeblement spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this
ability.
Psychic possession:
As an action you can target one humanoid you can see within 5 ft of you. it must succeed on a
Charisma saving throw DC 8 + your charisma mod + your proficiency or be possessed by you. While
possessing a creature you appear to be in a trance, you are aware of your surroundings but cannot
move or take actions.
While possessing the creature you take complete control over it and treat its intelligence, charisma.
And wisdom as your own, you do not gain access to the possessed creature's memories but can use
its skills and abilities. The possession ends if the possessed creature is reduced to 0hp, the
possessed creature is the target of a dispel evil or good or protection from evil or good spell, or you
end the possession as a bonus action.
A creature that has been possessed by you or has succeeded in a saving throw against your
possession is immune to further instances of the same effect for 24 hours

Level 6
Greater psychic powers:
You know and can cast the Raulothim's Psychic Lance spell as a 4th level spell once this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this
ability. You also can cast ray of enfeeblement once more between long rests

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● Fairy bloodline

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Bite:
You gain a natural weapon attack with finesse that deals 2d4 damage piercing damage and upon a
successful attack with it you gain temporary hit points equal to your proficiency
Weaknesses:
- Iron
When attacked by a weapon made of cold wrought iron and the attack roll die result is an 18 to 20
you take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Charm susceptibility
You have disadvantage on saving throws against being charmed

Level 1
Feywild connection:
Magic can’t put you to sleep. Additionally you may use the dash action as a bonus action and spend
up to 30ft of movement speed on your turn to teleport the same distance to a location you can see

Level 3
Enhanced charm:
The range of your charm extends to 300ft, additionally the target turns and looks at you to fulfill the
requirement of needing to see you. If the attempt is unsuccessful they think nothing of their
compulsion to look in your direction. When you have a creature charmed you may communicate with
them telepathically, after the creature stops being charmed by you they have no recollection of you
communicating with them telepathically

Level 6
Disabling touch:
You may use an action to touch a creature within 5ft of you and disable them. The creature must
make an intelligence saving throw DC 8 + your charisma modifier + your proficiency. If they fail their
movement speed is halved for one minute and they cannot take reactions for the same duration. The
creature may retake the save at the end of each of its turns

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● Magi bloodline

Level 0
Darkvision:
you have a darkvision of 60ft if you didn't already have a longer darkvision
Absorb essence:
You gain a ranged spell attack that you can use as an action, with a range of 60ft, that deals 1d6
necrotic damage and upon a successful attack with it you gain temporary hit points equal to your
proficiency bonus.
This attacks damage increases by 1d6 when you reach levels; 5, 11, and 17
Weaknesses:
- Fire susceptibility
When attacked by an attack that deals fire damage and the attack roll die result is an 18 to 20 you
take an additional die of weapon damage
- Sunlight sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Holy susceptibility
You have disadvantage on saving throws against spells cast by a cleric or paladin

Level 1
Vampire magic:
Class levels in vampire count as levels in a casting class that you have levels in for the purposes of
class abilities and gaining spell slots. Additionally you may substitute the casting ability of any
casting class you have levels in for charisma, you may also substitute charisma with your spell
casting ability for calculating charms save DC.

Level 3
-

Level 6
-

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Dhampyr
Dhampyr is a type of creature that is half vampire by birth. Dhampyr have only some of the
vampires strengths and weaknesses

Appearance
Dhampyr are pale slim creatures that often resemble a sickly albino elf, they are mistaken for
such by more educated people, but less educated people often mistake them for a type of
monster (much like they do a tiefling). The appearance of a dhampyr is determined by its
mothers race, however it always is pale, underweight, and with some of the pointy features of
an elf. (it is unknown why there is a resemblance to elves, especially in human Dhampyr who,
their heritage as a human is not clear even with thorough inspection)

Dhampyr is a playable race that grants the following benefits


Ability score improvement:
your charisma and dexterity both increase by one
Fast:
your walking speed is 35ft
Mist form:
Once in between long rests you may take the form of a cloud of mist for up to one minute. While
in mist form you can move through or occupy a space one centimeter in diameter without
squeezing, or a space of half a centimeter by squeezing. Additionally you are immune to non
magical damage except by fire and you cannot swim.
Blood drinker:
When you drink a creature's blood, at least one flask worth that is no older than 5 minutes
outside of the body, you may expend one of your hit dice to gain hit points equal to the number
rolled plus your constitution modifier. This does not work with your bite ability
Unaging:
Although dhampyr are not undead like vampires they retain a link to shadowfell that fuels their
life, allowing them to live forever and not feel any effects of aging after reaching maturity. If a
dhampyr’s link to shadowfell is ever interrupted or broken they then begin to age as a normal
member of their mothers race, additionally they slowly begin to look less pale and have the
ability to gain weight.
Vampirism immunity:
dhampyr cannot contract vampirism
bloodline:
You have the level 0 abilities of a bloodline of your choice except for the weaknesses of that
bloodline. You belong to the bloodline you choose. You also may take levels in the vampire
prestige class

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Vampire lords
Path of lordly might
Some great vampires may ascend to the ranks of ‘vampire lord’ these vampires are typically the
leader of a vampire house or in other cases, like strahd, the single reigning vampire in a region. It is
also true that in very large houses that lower vampires may ascend to lordship as well. For a
vampire to become a lord they must acquire worshippers or cultists that feed their power through
prayer. A vampire that has many cultists may take levels in the vampire lord prestige class

Vampire lord
Hit dice d10
Spell slots
Proficiency Cantrips Spells
Level bonus Features known known 1st 2nd 3rd

1 2 Lords form, spell casting 2 4 2 - -

2 2 Ability score increase 2 5 2 - -

3 2 - 2 6 3 2 -

4 2 Additional transformation, 3 7 4 3 -
subtle powers

5 3 - 3 8 4 3 2

6 3 Ability score increase 3 9 4 3 3

Level 1
Lord's form
As an action you can choose to bring out all of your vampire powers and transform your physical
form into something that resembles a gargoyle.
While in your lord form you retain your regular statistics but gain a +4 to your charisma score and a
vulnerability to piercing, slashing, and bludgeoning damage. The increase to your charisma score
can raise your score above 20. You can use this ability once in between long rests, and it lasts for up
to one hour or until you transform back as an action or drop to 0 hit points
Spell casting
While in your lord form you gain the ability to use intense magic in place of physical strength
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
You select spells from the sorcerer spell list

Level 4
Additional transformation
At fourth level you can transform one additional time in a day, not exceeding your hour a day time
limit of being transformed.

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Subtle powers
You no longer need to be in your lord form to gain access to your spells, additionally when casting a
spell while not transformed you may treat it as being under the effect of subtle spell metamagic

Feral vampires
Path of the wilds
‘Feral vampires’ is a term reserved for vampires who dedicate their lives to druidic study and
philosophy. To other vampires these ‘ferals’ are typically disgusting and a waste of the blessing they
received, but to most they are indistinguishable from any other druid however with a mysterious
circle. To qualify for this prestige class the vampire must be of western or eastern bloodlines or have
one level of the druid class

Feral vampire
Hit dice d10
Spell slots
Proficiency Cantrips Spells
Level bonus Features known known 1st 2nd 3rd

1 2 Natural transformation, 2 4 2 - -
druidic, spell casting

2 2 Ability score increase 2 5 2 - -

3 2 - 2 6 3 2 -

4 2 Immutable forms, dire 3 7 4 3 -


transformation

5 3 - 3 8 4 3 2

6 3 Ability score increase 3 9 4 3 3

Level 1
Natural transformation
You gain the abilities to use any racial or magical abilities (including vampire class abilities and
spells) that don’t require somatic components while transformed in a form other than your natural
form. Additionally while transformed you may increase the size of the creature you are transforming
into, up to large. You may also choose to retain your ability scores while transforming.
Druidic
Levels gained in this prestige class and any taken in the vampire prestige class also count as levels
in druid for the purposes of druid class abilities (other than spell casting) and magic items.
Additionally you may use charisma in place of wisdom as a spell casting ability for druid spells
Spell casting
Your devotion to the wilds has given you a propensity for wild magics
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
You select spells from the druid spell list

17
Level 4
Immutable forms
No spell or effect can alter your form unless you are willing to let it

Dire transformation
While transformed you have immunity to effects that would frighten you, and have advantage on
saving throws against being stunned or charmed. Additionally you gain 20 maximum hit points, if it's
the first time you transformed in the day you heal that same amount

Progenitors
The progenitors of each vampire bloodline will be discussed in this section along with suggested stat
blocks to run them using. Only two are present so far

The god queen


The progenitor of the savage bloodline, she was once the queen of a thriving human civilization and
the reincarnation of a nature goddess. She was manipulated by a devil who gave her ever darker
secrets, tempting her with power until one day she took a deal that would have her give up her soul
and the souls of all of her people by issuing a decree that would have every one of her followers
embalmed and buried in a massive jungle temple. She oversaw the decree until its final moments
when she had embalmed herself sitting upon a throne overlooking her people.
A thousand years later grave robbers had uncovered the temple and started exhuming the
remains of her people, this angered her and she rose as a vampire, calling her people to life with
her. Needless to say the grave robbers were never heard from again.

The god queen should use as many animals as vampire and ghouls to hunt, hinder, or scout on
adventurers and vampire rivals. It is likely that she will use animals to ravage villages that get too
close to her domain and because of this adventurers are likely to hear rumors of just something
wrong with the jungle's natural balance, or more innocent a few unprovoked animal attacks.

The vampire brain


The progenitor of the psychic bloodline. The vampire brain was a normal vampire who had been
implanted with an illithid tadpole and became a vampire ceromorph that was mistakenly let live by
their elder brain. The vampire ceromorph was eventually able to break off and start its own colony,
becoming an elder brain itself. The vampire brain achieved a complete hivemind structure that any
mindflayer they are able to dominate loses any individuality permanently.
Do to the vampire brains hive mind they have outgrown the use of a name and refers to itself
as “us”

18
God queen Immutable forms:
Medium undead (savage bloodline), chaotic evil She is immune to spells and effects that would alter her
form except for her own
AC = 18 (armor)
Hit points 258 (18d10 + 2d8 + 100 + 36)
Subtle power:
Speed 30ft The god queen's spells are always affected by the subtle
CR spell metamagic

Str 12 (+1) Dex 20 (+5) Con 20 (+5) Wild shape:


The god queen can wild shape as a 8th level druid. When
Int 10 (0) Wis 18 (+4) Cha 20 (+5) wild shaping she can increase the size of her wild shape
up to large, her maximum hp increases by 20 and she
Senses: darkvision 200ft retains her ability scores.
Proficiency bonus: 6
Proficiencies: survival (+10), perception (+10), Speech of the Woods:
insight (+10), intimidation (+11), persuasion (+11), beasts can understand her speech, and she can decipher
nature (+6), athletics (+7), acrobatics (+11), their noises and motions.
Investigation (+6), animal handling (+10), deception (+11)
Actions
Spells
Multi-attack: she makes four attacks, two with her spear
- cantrips and two with her bite. Alternatively she may cast one
Druidcraft, frostbite, infestation, lightning lure, booming cantrip and make two attacks with her spear or her bite
blade, gust
- 1st level 4 slots Bite: melee weapon attack: + (dex) to hit, 5ft reach, one
Disguise self, fog cloud, silent image, shield target. Hit: 2d4 + piercing and 1d4 poison. She then
- 2nd level 3 slots gains 6 temporary hit points
Crown of madness, cloud of daggers, invisibility
- 3rd level 3 slots Spear: melee or ranged weapon attack: + (dex) to hit, 5ft
Blink, fireball reach, 20/60 thrown, one target. 1d6 + piercing
- 4th level 3 slots
Charm: 1/day, DC 19 wisdom save
- 5th level 2 slots one target humanoid she can see within 30 feet. If the
target can see her. The charmed target protects and
- 6th level 1 slot
trusts her. Although the target isn't under her control. The
- 7th level 1 slot effect lasts one hour or until she is killed. The target is
able to retake the save when they are attacked by one of
Her casting stat is charisma their allies

Abilities Bonus actions

Immunity: Pounce:
The god queen is immune to all poison and disease even The god queen moves up to 15ft towards a creature and
magical poison and disease attacks with her bite. If she successfully lands the
unarmed strike she knocks the target prone.
Undead fortitude: DC 5 + damage con save, 5/day
If damage reduces her to 0 hit points, she makes a save,
unless the damage is radiant or from a critical hit. On a
success, she drops to 1 hit point instead.

Regeneration: 1/day
On the start of her turn she may choose to regain 20hp.

Continued on next page

19
Bonus actions (continued) Mythic

Spirit Totem: 1/day Lord's form 1/day


She can magically summon an incorporeal spirit to a point When she is reduced to 0 hit points she transforms her
she can see within 60ft. The spirit creates an aura in a physical form into a large bat-like form with hair matted
30-foot radius around that point. As a bonus action, she can
from blood pouring from her skin. Her maximum hit points
move the spirit up to 60 feet to a point she can see. The
spirit persists for 1 minute. increase by 20 and she regains all her hit points.
The effect of the spirit’s aura depends on the type of spirit she gains a +4 to her charisma score and a vulnerability
she summons to piercing, slashing, and bludgeoning damage. She also
has immunity to effects that would frighten her, and has
Bear Spirit. advantage on saving throws against being stunned or
Each creature of her choice in the aura when the spirit charmed. Additionally she becomes a large creature
appears gains 13 temporary hit points. In addition, her and
her allies gain advantage on Strength checks and Strength
saving throws while in the aura. After using this ability she takes an additional turn

Hawk Spirit. Weaknesses


When a creature makes an attack roll against a target in the
spirit’s aura, she can use her reaction to grant advantage to Weaknesses:
that attack roll. In addition, her and her allies have - Silver
advantage on Wisdom (Perception) checks while in the
When attacked by a weapon made of silver and the attack
aura.
roll die result is an 18 to 20 you take an additional die of
Legendary actions weapon damage
- Running water
The god queen can take 3 legendary actions, choosing If you enter or start your turn in running water you take
from the options below. Only one legendary action option damage equal to your proficiency
can be used at a time and only at the end of another - Sunlight sensitivity
creature’s turn. she regains spent legendary actions at the You have disadvantage on attack rolls and on Wisdom
start of her turn. (Perception) checks that rely on sight when you, the
target of your attack, or whatever you are trying to
Reinforce: (recharge 3-4 or when there are no ghouls perceive is in direct sunlight
left)
She calls out to her undead servants and three ghouls
appear in unoccupied spaces within 30ft of her, climbing out
of the earth.

Run:
She moves up to 45ft

Attack:
She makes an attack with either her spear or her bite

Cast:
She casts a spell she knows

20
Vampire brain
huge undead (psychic bloodline), chaotic evil Actions

AC = (armor) Multi-attack: it makes four attacks, two with drain and


Hit points 286 (26d10 + 130) two with tentacles. It may replace one of these attacks
Speed 40ft with mind blast
CR
Drain: ranged spell attack: +13 (cha) to hit, 30ft reach,
one target. Hit: 1d6 + 7 psychic. it then gains 6 temporary
Str 15 (+2) Dex 10 (0) Con 20 (+5) hit points
Int 22 (+6) Wis 20 (+5) Cha 24 (+7) Tentacle: Melee Weapon Attack: +8 (str) to hit, reach 30
ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If
Senses: darkvision 60ft, blindsight 120ft the target is a Huge or smaller creature, it is grappled
Proficiency bonus: 6 (escape DC: 16) and takes 9 (1d8 + 5) psychic damage at
Proficiencies: the start of each of its turns until the grapple ends. The
vampire brain can have up to four targets grappled at a
Abilities time.
Undead fortitude: DC 5 + damage con save, 5/day Mind Blast: - Recharge 5. Creatures of the vampire
If damage reduces it to 0 hit points, it makes a save, unless brain's choice within 60 feet of it must succeed on a DC:
the damage is radiant or from a critical hit. On a success, it 21 (cha) Intelligence saving throw or take 32 (5d10 + 5)
drops to 1 hit point instead. psychic damage and be stunned for 1 minute. A target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Regeneration: 1/day
On the start of its turn it may choose to regain 26hp. Psychic Link:
The vampire brain targets one incapacitated creature it
Creature Sense. can perceive with its Creature Sense trait and establishes
The vampire brain is aware of the presence of creatures a psychic link with that creature. Until the psychic link
within 5 miles of it that have an Intelligence score of 4 or ends, the vampire brain can perceive everything the
higher. It knows the distance and direction to each creature, target senses. The target becomes aware that something
as well as each one's intelligence score, but can't sense is linked to its mind once it is no longer incapacitated, and
the vampire brain can terminate the link at any time (no
anything else about it. A creature protected by a mind blank
action required). The target can use an action on its turn
spell. a nondetection spell, or similar magic can't be to attempt to break the psychic link, doing so with a
perceived in this manner. successful DC: 21 (cha) Charisma saving throw. On a
successful save, the target takes 10 (3d6) psychic
Legendary Resistance (3/Day). damage. The psychic link also ends if the target and the
If the vampire brain fails a saving throw, it can choose to vampire brain are more than 5 miles apart, with no
succeed instead. consequences to the target. The vampire brain can form
psychic links with up to ten creatures at a time.
Magic Resistance. Sense Thoughts:
The vampire brain has advantage on saving throws against The vampire brain targets a creature with which it has a
spells and other magical effects. psychic link. The vampire brain gains insight into the
target's reasoning, its emotional state, and thoughts that
Telepathic Hub. loom large in its mind (including things the target worries
about, loves, or hates). The vampire brain can also make
The vampire brain can use its telepathy to initiate and
a Charisma (Deception) check with advantage to deceive
maintain telepathic conversations with up to ten creatures at the target's mind into thinking it believes one idea or feels
a time. The vampire brain can let those creatures a particular emotion. The target contests this attempt with
telepathically hear each other while connected in this way. a Wisdom (Insight) check. If the vampire brain succeeds,
the mind believes the deception for 1 hour or until
evidence of the lie is presented to the target.

21
Continued on next page

Actions continued Weaknesses

Charm: 1/day, DC wisdom save Weaknesses:


one target humanoid it can see within 30 feet. If the target - Psychic
can see it. The charmed target protects and trusts it. If you are targeted by an attack that deals psychic damage
Although the target isn't under its control. The effect lasts and the attack roll die result is 18 to 20 you take an
one hour or until the brain is killed. The target is able to additional die of damage from that source
retake the save when they are attacked by one of their allies - Mirror
If you look into a silver mirror you must make a charisma
Psychic possession: saving throw DC 8 + your proficiency + your charisma
As an action you can target one humanoid you can see mod, if you fail you become paralysed and must repeat
within 5 ft of you. it must succeed on a Charisma saving the saving throw.
throw DC 8 + your charisma mod + your proficiency or be - Sunlight sensitivity
possessed by you. While possessing a creature you appear You have disadvantage on attack rolls and on Wisdom
to be in a trance, you are aware of your surroundings but (Perception) checks that rely on sight when you, the target
cannot move or take actions. of your attack, or whatever you are trying to perceive is in
While possessing the creature you take complete control direct sunlight
over it and treat its intelligence, charisma. And wisdom as
Legendary actions
your own, you do not gain access to the possessed
creature's memories but can use its skills and abilities. The The vampire brain can take 3 legendary actions, choosing
possession ends if the possessed creature is reduced to from the options below. Only one legendary action option
0hp, the possessed creature is the target of a dispel evil or can be used at a time and only at the end of another
good or protection from evil or good spell, or you end the creature’s turn. it regains spent legendary actions at the
possession as a bonus action. start of its turn.
A creature that has been possessed by you or has
Action:
succeeded in a saving throw against your possession is
The vampire brain uses one of its actions
immune to further instances of the same effect for 24 hours
Run:
Bonus actions The vampire brain moves up to 60ft

Ray of enfeeblement: recharge 3-6 Reinforce: (recharge 3-4 or when there are no mind
The vampire brain casts ray of enfeeblement as a 2nd level flayers left)
It teleports two vampire mindflayer fledglings to
spell, using charisma
unoccupied spaces within 30ft of it
Raulothim's Psychic Lance: recharge 5-6
The vampire brain casts Raulothim's Psychic Lance as a
4th level spell, using charisma

Projection of fear:
As a bonus action you may target one creature within 120ft
of you that you know of, that creature makes a wisdom
saving throw DC 8 + your charisma mod + your proficiency
bonus. If they fail the save they are frightened of you for
one minute, repeating the save at the end of each of their
turns. You may use this ability a number of times equal to
your proficiency bonus between long rests

22
Lair Actions
When fighting inside its lair, the vampire brain can use lair actions. On initiative count 20 (losing
initiative ties), the vampire brain can take one lair action to cause one of the following effects; the
vampire brain can't use the same lair action two rounds in a row:

- The vampire brain casts wall of force.

- The vampire brain targets one friendly creature it can sense within 120 feet of it. The target has a
flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes
before the end of its next turn. If the target doesn't or can't use this benefit in that time, the
inspiration is lost.

- The vampire brain targets one creature it can sense within 120 feet of it and anchors it by sheer
force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its
current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.

Regional Effects
The territory within 5 miles of the vampire brain is altered by the creature's psionic presence, which
creates one or more of the following effects:

- Creatures within 5 miles of the vampire brain feel as if they are being followed, even when they are
not.

- The vampire brain can overhear any telepathic conversation happening within 5 miles of it. The
creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when
telepathic contact is first established. If the check succeeds, the creature is aware that something is
eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the vampire
brain can't participate in the telepathic conversation unless it has formed a psychic link with the
creature that initiated it.

- Any creature with which the vampire brain has formed a psychic link hears faint, incomprehensible
whispers in the deepest recesses of its mind. This psychic detritus consists of the vampire brain's
stray thoughts commingled with those of other creatures to which it is linked.

If the vampire brain dies, these effects immediately end.

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Other vampire creatures
Under construction

Vampire savage bloodline

Savage vampire fledgling


Medium undead (savage bloodline), chaotic evil

AC = 10
Hit points 4 (1d4+0)
Speed 30ft

Str 10 (0) Dex 10 (0) Con 10 (0) Int 10 (0) Wis 10 (0) Cha 10 (0)

Senses: darkvision 60ft


Proficiency bonus: 2
Languages: common
Passive perception: 10

Actions

Bite
Melee Weapon Attack: +2 (str) to hit, reach 5ft, one target. Hit: 2d4 + 0 piercing damage. upon a successful
attack with it the vampire gains 2 temporary hit points

Weaknesses

- Silver
When attacked by a weapon made of silver and the attack roll die result is an 18 to 20 it takes an additional
die of weapon damage
- Running water
If it enters or starts its turn in running water it takes 2 damage
- Sunlight sensitivity
it has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target
of its attack, or whatever it is trying to perceive is in direct sunlight

For a young savage vampire give it three levels in the vampire class.
For a savage vampire give it six levels in the vampire class

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Psychic vampires

Mind flayer vampire fledgling


Medium undead (psychic bloodline), lawful evil

AC = 13 (leather armor)
Hit points 35 (5d10 + 5)
Speed 30ft

Str 11 (0) Dex 12 (+1) Con 12 (+1) Int 17 (+3) Wis 19 (+4) Cha 17 (+3)

Senses: darkvision 120ft


Proficiency bonus: 2
Languages: deep speech, undercommon, telepathy 120ft
Passive perception: 14

Abilities

Magic Resistance. The mind flayer has advantage on saving throws against spells

Actions

Drain
Ranged spell Attack: +5 (cha) to hit, reach 15ft, one target. Hit: 1d6 + 3 psychic damage. upon a successful
attack with it the vampire gains 2 temporary hit points
Tentacles
Melee weapon attack: +2 to hit (str), reach 5ft, one target. Hit 1d10 + 0 psychic damage. If the target is
Medium or smaller, it is grappled (escape DC: 10) and must succeed on a DC: 13 (cha) Intelligence saving
throw or be stunned until this grapple ends.
Drain blast (recharge 6)
Each creature of its choice within 60ft of it must make a DC 13 intelligence saving throw or take 1d6 + 3
psychic damage. The mind flayer gains temporary hit points equal to the number of creatures affected this
way times 2. Then, each creature affected by this ability must make another intelligence saving throw DC 13
or be stunned for one minute, repeating the save at the end of each of their turns
Extract Brain
Melee Weapon Attack: +2 to hit (str), reach 5 ft., one incapacitated humanoid grappled by the mind flayer.
Hit: The target takes 3d10 piercing damage. If this damage reduces the target to 0 hit points, the mind flayer
kills the target by extracting and devouring its brain.

Weaknesses

- Psychic
If it is targeted by an attack that deals psychic damage and the attack roll die result is 18 to 20 it takes an
additional die of damage from that source
- Mirror
If it looks into a silver mirror it must make a charisma saving throw DC 13 (cha), if it fails it becomes
paralysed and must repeat the saving throw.
- Sunlight sensitivity
it has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, the target
of its attack, or whatever it is trying to perceive is in direct sunlight

For a young mind flayer vampire give it three levels in vampire


For a mind flayer vampire give it six levels in vampire

25
Vampire hunters
Vampire hunters need to be prepared for anything when fighting vampires, they pack many potions,
weapons, and sometimes multiple sets of armor. Below are some specialized equipment made by
and for vampire hunters. These weapons are considered martial weapons

New weapon property; fast


A weapon with the fast modifier will give the bonus associated with its fast property to your initiative
rolls. You may only gain this effect from one weapon at a time

Name Cost Damage Weight Properties

Kusari-fundo 2gp 1d8 bludgeoning 4lbs Fast +1, special, reach, two-handed
Often it is better to keep a distance between you and a vampire, a kusari-fundo is an iron ball
attached to the end of a long chain to deliver crushing blows at a distance. It can also be paired with
the kama, a sickle like weapon, making it into a kusarigama and making both weapons considered
light one-handed weapons

Kama 4gp 1d8 slashing 2lbs Finesse, special, light

Heavy 6gp 1d12 2lbs Reach, two-handed, heavy


kusari-fundo bludgeoning

Heavy 10gp 1d10 slashing 4lbs Thrown (20/60), special


throwing axe
Two heavy throwing axes can be wielded together as if they were light

Stigmata 4gp 1d10 piercing 2lbs Fast +1, Light


A sharpened wooden cross, it has been blessed and hardened for use as a weapon against
vampires.

Steel 12gp 1d10 slashing 5lbs Special, thrown (30/60)


boomerang
A steel boomerang, when thrown, comes back to the wielder allowing them to make multiple attacks
with it on their turn

Explosive 30gp 1d12 fire 1lbs Thrown (15/40), light, special


holy water
A mixture of holy water and volatile chemicals, when it comes into contact with air it bursts into
flames. It can be thrown to light a 10ft square area on fire for one round or uncorked to use as a
torch for one minute. A bright light emanates from the fire in a 10ft radius and a dim light for an
additional 10ft radius. This light is considered sunlight and the bright light is considered direct
sunlight

26

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