hit dice:
1d10
hit points at 1st level:
1d10 + your Constitution modifier
hit points at higher levels:
1d10 + your Constitution modifier
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, martial weapons
tools:
saving throws:
Dexterity, Charisma
skills:
Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth
starting equipment:
spellcasting:
class features:
Level 1: Vampiric Nature
Bloodthirst: You have an unarmed strike attack called Bite, which deals 1d6 piercing damage. You can use it to regain hit points equal to the damage dealt. You can only gain health this way once per short or long rest.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks when you, the target, or whatever you are trying to perceive is in direct sunlight.
Level 2: Regeneration
As long as you are not in direct sunlight or running water, you can use your bonus action to regenerate 1d4 hit points at the start of your turn. This increases to 1d6 at level 10 and 1d8 at level 18.
Level 3: Vampire Archetype
At 3rd level, you choose a vampiric archetype. Choose from the following options:
Predator: Specializes in physical combat and hunting.
Noble Blood: Specializes in charm and command.
Night Stalker: Specializes in stealth and mobility.
Each archetype grants unique features at levels 3, 7, 13, and 17.
Level 4: Ability Score Improvement
You can increase one ability score by 2, or two ability scores by 1. You can also take a feat instead.
Level 5: Undead Fortitude
When you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw (DC 5 + the damage taken), unless the damage is radiant or from holy water. On a success, you drop to 1 hit point instead. You can use this feature once per long rest.
Level 6: Vampire’s Charm
As an action, you can target one humanoid you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be charmed by you for 1 hour. While charmed, the target regards you as a trusted friend. The effect ends if you or your allies do anything harmful to the target. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
Level 7: Archetype Feature
You gain a feature from your chosen archetype.
Level 8: Ability Score Improvement
Level 9: Shapechanger
You gain the ability to transform into a Bat or Wolf as a bonus action. You can stay in this form for a number of hours equal to your Constitution modifier. You retain all your stats and abilities while in this form, but you cannot speak or cast spells. You revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can use this feature twice per long rest.
Level 10: Advanced Regeneration
Your Regeneration improves to 1d6. Additionally, you can now regenerate from non-magical wounds, even in sunlight, though you still suffer from Sunlight Sensitivity.
Level 11: Greater Bloodthirst
Your bite attack now deals 2d6 piercing damage. When you use it to regain hit points, you heal for the amount of damage dealt instead of half.
Level 12: Ability Score Improvement
Level 13: Archetype Feature
Level 14: Legendary Resistance (1/Day)
If you fail a saving throw, you can choose to succeed instead. You can use this feature once per day.
Level 15: Children of the Night
You can use your action to magically call 2d4 swarms of bats or rats, provided the sun isn’t up. These creatures arrive in 1d4 rounds, obey your commands, and last for 1 hour or until dismissed. Once you use this feature, you can’t use it again until you finish a long rest.
Level 16: Ability Score Improvement
Level 17: Archetype Feature
Level 18: Mist Form
As an action, you can turn into a cloud of mist. In this form, you have a flying speed of 20 feet, can pass through small holes or narrow openings, and are immune to all non-magical damage. While in mist form, you cannot attack or interact with objects. You can remain in mist form for up to 1 hour, reverting back to your normal form when the time expires or if you fall unconscious.
Level 19: Ability Score Improvement
Level 20: Lord of the Night
You gain the following benefits:
Your Regeneration improves to 1d8, and you can now regenerate even from radiant damage (but not from damage dealt by sunlight or holy water).
You gain Legendary Actions, allowing you to take one of the following at the end of another creature’s turn:
Move. You move up to your speed without provoking opportunity attacks.
Bite. Make a bite attack.
Vampiric Charm. Use your Vampire’s Charm feature.
subclass options: