Walrocks homebrews has a prestige class for Vampires that scales quite well over time and isnt over powered, it requires the player character to be level 5 before he can even commit to become a vampire, so you don't start out with a level 1 pc that is waaay too powerful.
If you want, you could cobble together a vampire race pretty easily instead of a class. I would suggest a sort of mixing of the Drow and the Lizardfolk. It may not scale as much per level, but you'd get a decent bite attack as well as some slight thematic magic and an aversion to sunlight.
EDIT: Here's a quick suggestion:
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Vampires are technically ageless.
Alignment. Most Vampires struggle to keep with the alignment they started at when they were created, though many slip toward neutral and then evil alignments over the centuries.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a flying speed of 30 feet. You cannot swim in moving water.
Superior Da rkvision. Your darkvision has a radius of 120 feet.
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.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hunter's Heart. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Abyssal.
Vampiric Magic. You know the Blade Ward cantrip. When you reach 3rd level, you can cast the False Life spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.
I am making a character of a noob he wants to be a vampire but I need to make him unique so what should I do
Walrocks homebrews has a prestige class for Vampires that scales quite well over time and isnt over powered, it requires the player character to be level 5 before he can even commit to become a vampire, so you don't start out with a level 1 pc that is waaay too powerful.
Link on the DM's Guild : http://www.dmsguild.com/product/208778/WH-Vampire-Prestige-Class-Build-your-own-creature-of-darkness-in-5-class-levels
Malti u kburi
If you want, you could cobble together a vampire race pretty easily instead of a class. I would suggest a sort of mixing of the Drow and the Lizardfolk. It may not scale as much per level, but you'd get a decent bite attack as well as some slight thematic magic and an aversion to sunlight.
EDIT: Here's a quick suggestion:
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Vampires are technically ageless.
Alignment. Most Vampires struggle to keep with the alignment they started at when they were created, though many slip toward neutral and then evil alignments over the centuries.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a flying speed of 30 feet. You cannot swim in moving water.
Superior Da rkvision. Your darkvision has a radius of 120 feet.
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.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hunter's Heart. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Abyssal.
Vampiric Magic. You know the Blade Ward cantrip. When you reach 3rd level, you can cast the False Life spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.
Have you checked Plane Shift: Zendikar?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Go with the Planeshift version, already balanced and pretty flavorful too.
Oh yeah, I forgot that they did Zendikar vampires for Planeshift. Yes, do that instead.