To add Vampirism to your character, open your character sheet, go to Features &Traits/Manage Feats/Homebrew, and then add Vampirism.
(I'm not sure how to add it in the character builder...)
Prerequisites: None
You have been drained of life, and are cursed with Vampirism. You gain the following benefits and conditions:
Vampiric Gifting Options
Precognition:
Your connection to the undead realm allows you to peer into the future.
At the DMs discretion, you may ask him for an image of the near future.
For role play purposes, inform your DM about this ability and let them write its usage into the story on their own.
Telepathy:
Your supernatural ability allows you to be aware of the thoughts and/or emotions of others.
At the DMs discretion, you may ask him for the thoughts/emotions of an NPC, Mob, or PC.
For role play purposes, inform your DM about this ability and let them write its usage into the story on their own.
Modifiers:
Advantage: Stealth, Con Save, Str Save
Expertise: Perception
Immunity: Cold
Resistance: Necrotic
Vulnerability: Radiant, Fire
Single Use Abilities (per long rest):
Charm Person
Jump
Misty Step
Actions
Blood Quench: 1d10+Con+PB
You must drink from a living Humanoid at least once every day before dawn, or gain one level of exhaustion.
When a humanoid is in melee range you may make an attack roll at advantage in an attempt to bite into their neck and drink their blood. If the creature is restrained, unconscious, or anything other effect that would cause it to be unable to take an action, you automatically hit.
In order to satisfy your Vampiric Thirst, you must drink 5hp plus your player level per day. When you do this, you also recover the same amount of HP.
If this attack downs or kills the target, the HP recovered is doubled.
Sunlight Hypersensitivity:
When you are in the sunlight, you lose Blood Quench's HP Restoration ability. This condition lasts for one hour after you exit sunlight.
Previous Versions
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2/2/2026 4:09:40 PM
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