Updated: Mar 12
Here is a rework of my previous prestige class on the vampire, giving it a significant buff compared to its previous iteration. It's more melee and infiltration focused now, somewhere between fighter and rogue, with a touch of warlock for that magic flair and charm.
That's the version which has been released in the Tome of Twilight, which is available on Patreon only at the moment. Join us there if you want to get access to it. You'll also get access to more than 600 pages of content for D&D. Compendiums, monsters, subclasses, spells, you name it!
You must meet certain prerequisites, listed below, in order to multiclass in or out of this class.
Constitution 13. Vampires require a body that can withstand the curse of the afterlife.
Charisma 13. Vampires have a powerful will and inhuman charm.
Character level 5. Vampirism only leaves the powerful in control of their body, as such you must be a 5th-level character before you can gain levels in the vampire prestige class.
Complete a special task. You must find a vampire that you can either subdue or convince to bite you before drinking their blood. You cannot gain more levels in this prestige class than your vampiric progenitor has. You might need to seek out more powerful vampires and obtain their blood in order to reach 5th level in this prestige class.
As a vampire, you gain the following class features.
Hit Dice: 1d10 per vampire level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vampire level after 1st.
Saving Throws: None
Becoming a vampire strengthens you beyond belief, but it also curses your life. As you gain levels in the class, you lose your humanity and your curse progresses in the following way.
Forbiddance. Starting at 1st level, you can’t enter a residence without an invitation from one of the occupants.
Stake to the Heart. Starting at 2nd level, If a piercing weapon made of wood is driven into your heart while you are incapacitated you become paralyzed until it is removed.
Harmed by Running Water. Starting at 3rd level, you take 10 acid damage if you end your turn in running water.
Sunlight Hypersensitivity. Starting at 4th level, you take 10 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
Undead. Starting at 5th level your creature type becomes undead.
At 1st level, you manifest vampiric weapons in the form of fangs and claws. They count as simple melee weapons for you, and you add your Strength or Dexterity modifier to the attack and damage rolls when you attack with it.
Bite. Your canines become as sharp as knives. They deal 1d6 piercing damage on a hit. Once on each of your turns when you damage a humanoid with this bite, you regain a number of hit points equal to your Constitution Modifier.
Claws. Your hands transforms into claws, which you can use as weapons if they are empty. It deals 1d8 slashing damage on a hit. During your turn, if you make a melee attack against a creature with this weapon, that creature can't make opportunity attacks against you for the rest of your turn.
Also at 1st level, Your vampiric powers allow you to siphon life out of your foes in order to maintain your powers. When you deal damage to an enemy that isn’t an Undead or Construct, you can use your reaction to drain their life and regain a number of hit points equal to 1d8 + your Constitution modifier.
You can use this ability a number of times equal to 1+ your level in this class and regain all expended uses after completing a long rest.
At 2nd level you gain a climbing speed equal to your walking speed and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
At 2nd level you gain the ability to sense the pulse of living creatures near you. As an action you can sharpen your senses, doing so you detect the location of any creature with a heartbeat within 60 feet of you. If a creature is frightened, you detect that creature in a 120-foot range instead.
At 3rd level, you can influence those around you. You can add double your Constitution modifier to any Deception or Persuasion check that you make.
In addition, as an action you can target one humanoid it can see within 30 feet of you. If the target can see you the target must succeed on a Wisdom saving throw (DC: 8 + Proficiency + Constitution Modifier) or be charmed by you. On a successful save the target realizes that you attempted to charm them. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes the 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 24 hours or until you die, are on a different plane of existence than the target, or takes a bonus action to end the effect. You can only have one target under this effect at a time, if you attempt to put another target under such a charm, the effect ends for the previous one.
When you charm a humanoid in this manner, you can make a bite attack against them, if you do so, the bite attack deals an additional 3d6 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt.
At 3rd level, when you are standing in dim light and darkness, attacks you make with your fangs or claws deal additional damage of the natural weapon type equal to your level in this class.
At 4th level, if you aren’t in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or back into your true form.
While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. While in this form the only attack you can take is your Bite attack granted by your Vampiric Weapons ability.
While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage you take from sunlight.
At 5th level, you gain resistance to necrotic damage. In addition you gain the ability to turn a charmed creature into your thrall. Over the course of a short rest, you can perform a ritual to turn them into a forever loyal servant. You bite a creature that is charmed by your Vampiric charm ability, if they break free from your charm at any point during the ritual, it fails, and they die instead. After biting the creature, the curse will take place and slowly turn them. At the end of the short rest, the humanoid becomes a vampire spawn permanently under your control. In combat, roll initiative for the spawn, which has its own turns. It obeys your verbal commands.
In a pinch you can feed on your spawn to regain life. You can make a bite attack against them, which always hits, and deals an additional 3d6 necrotic damage (which they do not resist). You regain hit points equal to the necrotic damage dealt, and their hit points maximum is permanently reduced by that amount.
Once you create a spawn with this feature, you cannot do so again until the spawn dies.
Also at 5th level, when you take the Attack Action with your fangs or claws, you can attack twice instead of once. If you already possess the Extra Attack feature from another class, you can make a one additional attack instead, although that attack has to be made with your fangs or claws.