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Undeath - Vampires

Awakened to an endless night, vampires hunger for the life they have lost, and can only sat that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections. Every vampire remains bound to its grave, where it must rest to maintain its strength.   A vampire's appearance grows more monstrous the further they stray from their mortality. When well-fed and calm, a true vampire will resemble the way they were in life almost exactly, save for the corpse-like pallor of their skin and the dark pits of their eyes (the whites too white, and the dark too dark). Their fangs will shrink until it is time to feed, though will always be noticeable. When a vampire loses control of themselves, they become more unsettling: their mouth widens, their eyes grow larger and black, and their skin loses color. Their fingers may become long and clawed, and they may grow or shrink in size. The proudest of vampires consider such transformation beneath them, but it is always just one outburst away.   Whether or not a vampire retains any memories from its former life (which most do), its emotional attachments wither as once-pure feelings become twisted by undeath. In place of emotion, vampires pursue physical symbols of what they crave.   This version of vampires is not a species/race that will replace the original race upon turning. Instead, it functions as an additional class that will be forced onto your character as soon as the curse takes hold. With this system, a PC can be built as a vampire with existing racial bonuses/features still applying.

Turning

Being turned into a vampire is not a complicated process. Once a vampire bites you and drains your blood, you are technically in no danger of becoming a vampire yourself (though you are in danger of dying from your wounds and the weakness that is inherent to blood loss.) However, you are primed to be cursed. If, within seven days of being bitten, you ingest the blood of the vampire that has bitten you in any form (including if it is cooked into food), you are immediately cursed. If you die while the curse is still active, you will rise from your grave seven days later as a vampire.

Identifying Vampires

n order to properly combat a vampire, you must first know how to properly identify one. The first and most obvious question to ask yourself is: has this person recently died? If a vampire is suspected, inspecting the corpse can be a good first step. A vampire in repose will show no signs of decomposition. If you see the supposed corpse walking around in a state of good health, then their being undead is a very good conclusion, and a vampire should generally be your first guess, as they are among the most dangerous undead.   Lack of Substance. Vampires do not cast shadows, nor do they have reflections in mirrors.   Appearance. A vampire’s appearance is somewhat paradoxical. When well-fed and calm, a vampire will become more monstrous and unsettling: their mouth widens, their eyes grow larger and will change color, and their skin loses all color. Their fingers will become clawed, and they may grow or shrink in size. When a vampire is hungry, however, they will resemble the way they were in life almost exactly, save for the a noticable paleness of the skin and the dark pits of their eyes (the whites too white, and the dark too dark). Their fangs will shrink until it is time to feed, though will always be noticeable. It is easy enough to find a well-fed vampire, but a starving vampire–the most dangerous–can be very challening to identify.   Teeth. A vampire’s fangs are not the long canines that most people assume. Instead, it is actually the incisorsthat will change. Rather than two small puncture wounds, the sight of a vampiric bite is one large gouge wound that looks similar in appearance to what might be created with an engraving tool. This may serve useful in recognizing a vampire as opposed to a lycanthrope, who do have elongated canines. Vampires also have the unsettling ability to completely unhinge/elongate their jaw to allow for easier feeding.   Credit for images uses goes to palidoozy art and Anitomika Science.

Feeding and Starving

Vampires must feed on the life force of living beings in order to survive, and to use their powers. The preferred and easiest method of feeding is through blood, but flesh, cerebral spinal fluid, or organs can also be eaten. The rules outlined below assume that the vampire is feeding on blood.   Each use of a vampire’s power reduces its hit point maximum by 1d8 per vampire level or CR level. In addition, a vampire will gradually weaken and hunger over a period of time without feeding. When the vampire’s starvation threshold is met, for every day it doesn’t feed, it must make a DC 15 constitution saving throw. On a failure, its hit point maximum will reduce by 1d10 per vampire/CR level. Once the hit point maximum is reduced by half, the vampire has Disadvantage on all ability checks and attack rolls. Once the hit point maximum is reduced to zero, the vampire gains the paralyzed condition, which cannot be cured by any means other than feeding.   Time spent resting in the grave halts starvation, but does not reset it.

Victims

A vampire’s preferred victims, for reasons unknown, are usually members of its original species. However, any humanoid will sustain them. Through charming or by force, a vampire must bite their victim to feed. A dead body can be fed upon within ten minutes of death, however only one bite will grant sustenense. A vampire can choose to feed on an animals, however the hit points they gain from the feeding will be halved. The blood of fae, elementals, undead, etc. give no benefit.

Combating Vampirism

Unfortunately, once you become a fully-fledged vampire, there is no cure besides death. However, when you are still only cursed, there are steps that can be taken to reverse it before you die. There are also ways to prevent a vampire from approaching you.

Warding off Vampires

There are a multitude of ways to prevent a vampire from accosting you.   Flowers. The scent of garlic flowers, wild rose flowers, or hawthorn flowers is known to be abhorrent to vampires, and in greater quantities can serve as a deterrent. They can be carried, worn, or hung around buildings to provide protection.   Holy Land. Typical vampires cannot enter consecrated spaces such as churches, shrines, and some graveyards. Holy symbols may also serve as a deterrent, though not as powerful as the natural scents of the above-mentioned flowers.   Dread vampires are not bound by this rule: they may enter consecrated spaces freely due to their technical status as divine beings.   Forbiddance. Vampires also may not enter a residence without permission from someone who lives within. Once they gain this permission, however, they may come and go as they please. In areas where vampires are suspected, it is generally considered good sense to avoid allowing entrance to anyone.

Preventing Vampirism

Once you know or suspect that someone has been cursed to become a vampire but they have not yet risen from their grave, there are preventative measures that can be taken.   Stake. Pre-emptively staking the mouth and heart of a corpse will prevent them from rising. However, should those stakes be removed, they will rise seven days later.   Trap the Newborn. Filling the grave with deterrents such as those listed above will not prevent the vampire from rising, but may prevent them from leaving their grave and starve them.   Cremation. Burning the body to ash is the one permanent way to prevent a corpse from rising as a vampire. However, not a single part of the body can be allowed to remain. A vampire can regenerate from a single lock of hair, so even mementos must be completely destroyed.  

Killing Vampires

There are only two ways to truly kill a vampire. If any other methods are used, the vampire simply dissolves into a mist that floats away to regenerate in its grave.   Stake. The first and most well-known method of killing a vampire is to stake it through the mouth and heart while it is in repose in its grave. The stake must be made of wood. Staking only the mouth or heart individually will only paralyze the vampire. Staking the vampire outside of its grave will only cause physical damage.   Starvation. A vampire can starve, though depending on the strength of the vampire it might take a very long time. If you can manage to trap the vampire in a place where it cannot feed, it will eventually starve. How long a vampire can survive without blood depends on its level or CR level. See the Class Features table, or the Vampire CR Build table for how long starvation takes.

Building NPC Vampires

When creating an NPC vampire, you may choose an origin. It is up to you to decide whether you would like to carry over the bonuses, vulnerabilities, resistances, and proficiencies of the origin, though for fodder enemies I would recommend against it. For named, important NPC’s, however, it can add variety and character to an otherwise basic statblock.

Vampire Spawn

This re-tool removes “Vampire Spawn” as a separate creature. There is a rank called Spawn so you may still refer to CR5 vampires as “spawn”, but using this version of vampires removes having two separate creature statblocks for vampires of different levels.

Stat Increases

For every other CR jump (at 5, 9, 13, etc.), increase either three stats by 1 each, or two stats by 2 each. The recommenation is to focus your increases on Strength, Dexterity, and/or Charisma.

Traits and Weaknesses

NPC vampires have access to the same Traits and Weaknesses as a PC vampire. You can swap out the Traits and Weaknesses on the generic statblock for any of the ones listed above if you choose to. The table on the following pages also includes guidance for when to add additional traits and weaknesses. (See Vampire Re-Tool document.)

Multiattack

All NPC Vampires starting from CR 5 gain the Multiattack feat. They can make two attacks per turn, only one of which can be a bite attack. If you choose to give your vampire a weapon, they can use that weapon in place of or in addition to a claw or bite attack.

Children of the Night

The number of times per day that a vampire can use the Children of the Night features increases by 1 for every 6 CR levels (at 9, 15, and 21.) You can also choose to change the type of creature to the one of the creatures listed above in the Vampiric Powers section.

Lair Actions

All NPC Vampires starting from CR 11 that have a lair gain a lair action.  

Legendary Vampires

ll NPC Vampires starting from CR 13 gain the Legendary Resistance trait, and Legendary Actions.   Move. The vampires moves up to their speed without provoking opportunity attacks.   Attack. The vampire makes one unarmed strike or one attack with their held weapon.   Bite (Costs 2 Actions). The vampire makes one bite attack.  

NPC Vampire Build Table

  See the table below for how to edit the Vampire Base Statblock.  
TitleCRProf.Hit PointsBite DamageCharm Duration (hrs)RegenAddtl FeatsAddtl WeaknessesStarving Threshold
Newborn 3 +2 55 (7d8 + 24) 2d6 1 10 0 0 1 day
Spawn 5 +3 68 (8d8 + 32) 3d6 1 11 0 0 6 months
Fledging 7 +3 75 (10d8 + 40) 4d6 6 13 1 0 1 year
True Vampire 9 +4 102 (12d8 + 48) 4d6 6 15 1 1 2 years
Champion 11 +4 119 (14d8 + 56) 4d6 6 17 2 1 2 years
Master 13 +5 144 (17d8+ 68) 5d6 12 20 2 2 5 years
Lord 15 +5 161 (19d8 + 76) 5d6 12 22 2 2 5 years
Legendary 17 +6 178 (21d8 + 84) 6d6 24 24 3 2 10 years
Ancient 19 +6 195 (23d8 + 92) 7d6 24 26 3 3 10 years
Nightlord 21 +7 221 (26d8 + 104) 8d6 24 29 3+ 3+ 20 years
Type
Supernatural
Origin
Magical
Cycle
Chronic, Acquired

Articles under Undeath - Vampires


Homebrew

Vampire Base CR: 3

Small to Large undead, any
Armor Class: 15 (natural armor)
Hit Points: 55 (7d8+24) 7d8+24
Speed: 30 ft

STR

16 +3

DEX

16 +3

CON

10 +0

INT

10 +0

WIS

10 +0

CHA

16 +3

Saving Throws: Dex +5, Wis +2, Cha +5
Skills: Perception +2, Stealth +5
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: Any it knew in life
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage, this trait doesn’t function at the start of the vampire’s next turn.   Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Vampire Weakness. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Staked. The vampire is destroyed if a piercing weapon made of wood is driven into its heart and its mouth while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.   Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13)   Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack. Each time the vampire or the vampire’s 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 1 hour or until the vampire is destroyed, is on a different planeof existence than the target, or takes a bonus action to end the effect.   Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.