Homebrew Artificial Vampire Species Details

Artificial vampires were not born of curse, bloodline, or divine punishment, but of deliberate defiance. They were created by mortals who sought to steal the gifts of true vampirism—immortality, strength, and dominion over blood—without submitting to the will of ancient undead or the judgment of the gods. Through ritual, alchemy, and mutilation, these creators attempted to replicate what was never meant to be manufactured.

The process succeeds only partially. Artificial vampires possess many of the powers attributed to true vampires, yet they lack the supernatural cohesion that binds natural undeath together. Their existence is unstable, sustained by constant hunger and reinforced by unnatural means. Unlike true vampires, they are not anchored to a progenitor’s curse or a dark patron’s blessing; instead, they endure as independent aberrations—proof that immortality can be stolen, but never perfected.

Though often mistaken for undead, artificial vampires occupy an uncertain state between life and death. Their hearts may still beat, their blood still flow, yet both are altered beyond natural function. They do not age as mortals do, and while they can be destroyed, time alone will not claim them. Rest comes not through sleep, but through periods of deathlike stillness in which their bodies repair and restrain themselves, suppressing instincts that never fully fade.

Artificial vampires retain humanoid forms, though the signs of their creation are difficult to conceal. Pallid or scarred flesh, altered veins, unnatural eyes, or surgical markings are common, as are subtle deformities tied to the method of their making. Their dependence on blood is absolute; without it, their bodies weaken, their minds fray, and their carefully engineered existence begins to unravel.

Environment and origin shape artificial vampires over time. Those created through ritual, alchemy, or physical reconstruction diverge further as their bodies adapt to the methods that sustained them. These differences give rise to distinct subtypes, each bearing unique strengths and failures. Though artificial vampires may walk among mortals, they are rarely accepted for long, for their hunger, resilience, and unnatural stillness mark them as something forged—not born.

Ritualistic

Ritualistic artificial vampires are created through forbidden rites, blood sacrifices, and binding incantations meant to imitate true vampiric curses. These beings are often born in temples, crypts, or hidden cult sanctums, shaped by the beliefs and intentions of those who performed the ritual. In some settings, ritualistic vampires are revered as chosen vessels or living saints of dark gods, while in others they are regarded as blasphemous failures—proof that immortality cannot be stolen without consequence.

Alchemical

Alchemical artificial vampires are the result of experimentation with mutagens, distilled vitae, and unstable compounds designed to recreate vampiric traits. Their bodies bear the marks of constant alteration, as alchemical processes continue to affect them long after creation. In some settings, these vampires are produced by secret cabals, artificers, or arcane laboratories, while in others they are rare survivors of failed experiments, hunted for the secrets still flowing through their blood.

Surgical

Surgical artificial vampires are forged through invasive procedures and deliberate physical reconstruction rather than magic alone. Flesh is reshaped, organs replaced, and veins rerouted to sustain their unnatural hunger. These vampires are often created in hidden clinics, battlefield hospitals, or beneath city streets, shaped by the cold precision of those who carved them into being. In some settings, surgical vampires are viewed as weapons or tools of war, while in others they are living reminders of the cruelty required to manufacture immortality.


Artificial Vampire Traits

Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
Speed: 30 feet

Artificial Vampire Traits

As an Artificial Vampire, you have these special traits.

Darkvision

You have Darkvision with a range of 60 feet.

Mode of Creation

Your body was forged through an unorthodox process that defines how your vampirism manifests. Choose a mode of creation from the Artificial Vampire Modes table. You gain the level 1 benefit of that mode.

When you reach character levels 3 and 5, you gain additional abilities, as shown on the table. You always have these abilities prepared. You can use each ability once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. You can also use these abilities by expending spell slots of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for abilities gained through this trait (choose the ability when you select your mode of creation).

Mode of Creation
Mode Level 1 Level 3 Level 5
Ritualistic You regain hit points equal to your Constitution modifier once per long rest when you consume blood. Your darkvision now extends to 120 feet. You also know the Thaumaturgy cantrip. Bane Bestow Curse
Alchemical You can increase one ability score by +1 (max 20) for 1 minute, once per long rest. You know the Poison Spray cantrip. You gain a climb speed of 20 feet or a swim speed of 20 feet (your choice). Ray of Sickness
Alter Self
Surgical You gain resistance to necrotic damage. You also gain proficiency in the Perception skill. You know the Spare the Dying cantrip. False Life
Enhance Ability

Manufactured Undead

You exist in an unnatural state between life and undeath. You have advantage on saving throws against disease and poison, and effects that specifically target undead treat you as undead for the purposes of determining their effects.

Hemovore

Your body requires blood to function. You must consume blood regularly to avoid penalties determined by the DM.

Crimson Resilience

Your altered physiology allows you to endure harm beyond mortal limits. You have resistance to one damage type of your choice, determined at character creation.

Predator's Senses

Your senses are attuned to living prey. You gain advantage on Perception checks involving wounded creatures.

Sun-Cursed Frame

Your body was never meant to endure the sun. While in direct sunlight, you suffer penalties determined by the DM.

Unnatural Rest

You do not need to sleep. Instead, you enter a motionless, deathlike state for 4 hours to gain the benefits of a long rest. While resting, you remain aware of your surroundings.

Languages

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

Standard Languages
1d12 Language Origin
Common Sigil
1 Common Sign Language Sigil
2 Draconic Dragons
3-4 Dwarvish Dwarves
5-6 Elvish Elves
7 Giant Giants
8 Gnomish Gnomes
9 Goblin Goblinoids
10-11 Halfling Halflings
12 Orc Orcs

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