Vampire 5e: Ixalan & Zendikar
Vampire in 5e dnd is connected with necromancy. Their existence is predicated on reducing the life of others to fuel their existence and establishing their own lives ahead of all other concerns. Let us discuss Ixalan & Zendikar in particular. Philosophically, they do not restrain themselves with artificial rules of morality but consider that the firm can and should take what they need from the weak.
Vampire Features 5e (Ixalan)
Source: Ixalan- Plane Shift
- Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
- Age: Vampires in dnd don’t mature and age in the same way that other races do.
- Alignment: Vampires might not have an innate tendency toward evil, but many end up there. Sin or not, their strict authorities incline them toward a constitutional alignment.
- Size: 5e Vampires are about the same size and build as humans. Your size is Medium.
- Speed: In dnd, your base walking speed is 30 feet.
- Darkvision: You have superior vision in dark and dim conditions. You can observe in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Vampiric Resistance. You have resistance to necrotic damage.
- Bloodthirst: You can remove the blood and life energy from a willing being, or one grappled by you, incapacitated or restrained. Gain a melee attack against the target. If you hit, you deal one piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by a quantity equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Feast of Blood: Suppose you drain blood with your Bloodthirst ability. You encounter a surge of vitality. Your speed increases by 10 feet, and you gain an advantage on Strength and Dexterity checks and saving throws for 1 minute.
- Languages. You can speak, read, and write Common (if it exists in your campaign) and Vampire.
Vampire Features 5e (Zendikar)
Source: Zendikar- Plane Shift
- Ability Score Increase: Your Intelligence score rises by 1, and your Charisma score increases by 2.
- Age. Vampires don’t mature and age in the identical way that other races do. Every living vampire is either a blood chief, affected by the Eldrazi’s influence in the distant reaches of history, or generated by a living human blood chief. Most vampires are thus very old. However, few have any memory of their earliest years.
- Alignment: 5e Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Notwithstanding their moral bent, the strict hierarchies of their bloodchiefs incline them toward a lawful alignment.
- Size. Vampires are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Vampiric Resistance. You have resistance to necrotic damage.
- Blood Thirst. You can drain blood and life energy from a willing creature, or one grappled by you, incapacitated or restrained. Obtain a melee attack against the target, using either Strength or Dexterity for your attack roll. Suppose you hit. In that case, you deal one piercing damage and 1d6 necrotic damage. The target’s hit point maximum reduces by an amount equal to the necrotic damage taken. You retrieve hit points equal to that number. The compression lasts until the target finishes a long rest. In 5d dnd, the target dies if this effect reduces its hit point maximum to 0. A humanoid destroyed in this process becomes zero.
- Languages. You may speak, read, and write Common and Vampire.
5e Vampiric Campaign Items
Vampires have some specific needs when it comes to their wellbeing. The following list of items helps keep them alive and enhances their vampiric abilities. Whether or not some of these items can be purchased or even found worldwide is up to the Dungeon Master.
The Cloak of the Underdark
It is a wondrous item, uncommon (requires attunement)
This exotic garment of drow design is made of black silk interwoven with faint silver threads. While wearing this cloak, you may pull its hood over your head to cause yourself to become immune to the effects of sunlight. The cloak allows for no sunlight to pass through.
The Cloak of Hiding
It is a wondrous item, rare (requires attunement)
This elegant garment is made of dark silks interwoven with faint amber threads. While wearing this cloak, you can pull its hood over your head, totally concealing your face. Attempts to look into your hood only reveal darkness. In addition, while your hood is up, you are hidden from divination magic, and you can’t be targeted by such spells or perceived through magical scrying sensors.
The Ring of Muted Light
It is a ring, rare (requires attunement)
This simple, monocolored ring that never seems to glisten is an ideal gift for your vampire lord. While wearing this ring, you can dim the light within a 15-foot cube around you. You can make normal sunlight light, bright light dim light, dim light darkness, and darkness magical darkness. You cannot make the light level brighter. Only darker and nonmagical light can not illuminate this area.
The Vampire Sunglasses
It is a wondrous item, rare.
These crimson-tinted sunglasses permit those to look into the light with an issue. You are immune to the effects of sunlight. In addition, you have an advantage on saving throws against being blinded and any impact that relies on eye contact, such as a medusa’s Petrifying Gaze or an umber hulk’s Confusing Gaze.
Suppose a vampire also has the Unnatural Charm feat. In that condition, it cannot help while these are worn.
The Ring of Misty Shadows
It is a very rare Ring and requires attunement by an actual vampire.
While wearing this ring, when you drop to 0 hit points in direct sunlight, the area you occupy. At the same time, your move is considered magical darkness, as if the spell darkness was cast at the 5th level. The darkness lasts for 2 hours, and once used, this ring cannot help again until the following midnight.
The Crypt Ring
It is a very rare Ring and requires attunement by an actual vampire.
A ring with a small compartment in its silver head, containing a small part of your coffin-like structure such as a piece of stonework, a chunk of wood, or compressed dirt. While worn with a part of your coffin-like structure placed here, this ring teleports you back to your coffin-like design when you are reduced to 0 hit points unharmed. Once used, this ring cannot help again until the following midnight.
The Ring of Dracula
It is an artifact Ring and requires attunement by an actual vampire.
This magnificent ring was said to have been worn by the famed Dracula himself. The eons he wore it took on the magical properties as his powerful unnatural presence warped it. The ring is covered in a layer of gold, its black obsidian material becoming evident in the engravings that adorn it. At its crown sits a crimson gem that radiates status and nobility. While wearing this ring, you gain the following benefits:
You no longer possess any of the weaknesses a vampire in 5e dnd has and are immune to the effects of sunlight.
If your coffin-like structure is further than 2 hours away, but on the same plane of existence, you reach it within two hours and regain all lost hit points once you’ve rested there for an hour.
You can go for a month without needing to consume blood.
Random Properties.
The Ring of Dracula has the following random properties:
- One minor beneficial properties
- One major beneficial property
- One minor detrimental property
- One major detrimental properties
Dracula
Your natural vampirism is elevated to the peak of its power as it is saturated with the legendary strength of Dracula. In addition, to the benefits granted by your vampire spawn an actual vampire traits, except the vampire spawn’s Spawn trait, you gain the following benefits:
Enhanced Fangs. Your Bite now reduces the creature’s hit point maximum by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
Enhanced Talons. Your Claws now deal 1d8 slashing damage, and on a successful attack, you can grapple the creature as a bonus action.
Vampiric Resistance. You are resistant to nonmagical bludgeoning, piercing, and slashing damage.
Unnatural Regeneration. You gain ten temporary hit points at the start of your turn if you have at least one hit point.
Enhanced Vampirism. All vampires feats you possess are enhanced, as seen in the Enhanced Vampirism Table.
Legendary Actions
You can take three legendary actions, choosing from the options below. Only one legendary action option can help simultaneously and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Move. You move up to your speed without provoking opportunity attacks.
Unarmed Strike. You make one unarmed strike with your Claws.
Bite (Costs 2 Actions). You make one Bite attack.
Legendary Resistance
While you may not be of legendary status like the incredible Dracula, his ring elevates you to such a position. If you fail a saving throw, it can select to succeed instead. You can use this three times before the next dawn.
Curse
Once attuned to the Ring of Dracula, you cannot be unattuned to it, and the only way to remove it from your person is to destroy you.
Destroying the Ring of Dracula
The Ring of Dracula is indestructible like most artifacts. However, it can be destroyed by being swallowed by a good-aligned solar or some of the upper planes’ other more powerful good entities.
Vampire 5e: Ixalan & Zendikar
Vampire in 5e dnd is connected with necromancy. Their existence is predicated on reducing the life of others to fuel their existence and establishing their own lives ahead of all other concerns. Let us discuss Ixalan & Zendikar in particular. Philosophically, they do not restrain themselves with artificial rules of morality but consider that the firm can and should take what they need from the weak.
Vampire Features 5e (Ixalan)
Source: Ixalan- Plane Shift
- Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
- Age: Vampires in dnd don’t mature and age in the same way that other races do.
- Alignment: Vampires might not have an innate tendency toward evil, but many end up there. Sin or not, their strict authorities incline them toward a constitutional alignment.
- Size: 5e Vampires are about the same size and build as humans. Your size is Medium.
- Speed: In dnd, your base walking speed is 30 feet.
- Darkvision: You have superior vision in dark and dim conditions. You can observe in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Vampiric Resistance. You have resistance to necrotic damage.
- Bloodthirst: You can remove the blood and life energy from a willing being, or one grappled by you, incapacitated or restrained. Gain a melee attack against the target. If you hit, you deal one piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by a quantity equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Feast of Blood: Suppose you drain blood with your Bloodthirst ability. You encounter a surge of vitality. Your speed increases by 10 feet, and you gain an advantage on Strength and Dexterity checks and saving throws for 1 minute.
- Languages. You can speak, read, and write Common (if it exists in your campaign) and Vampire.
Vampire Features 5e (Zendikar)
Source: Zendikar- Plane Shift
- Ability Score Increase: Your Intelligence score rises by 1, and your Charisma score increases by 2.
- Age. Vampires don’t mature and age in the identical way that other races do. Every living vampire is either a blood chief, affected by the Eldrazi’s influence in the distant reaches of history, or generated by a living human blood chief. Most vampires are thus very old. However, few have any memory of their earliest years.
- Alignment: 5e Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Notwithstanding their moral bent, the strict hierarchies of their bloodchiefs incline them toward a lawful alignment.
- Size. Vampires are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Vampiric Resistance. You have resistance to necrotic damage.
- Blood Thirst. You can drain blood and life energy from a willing creature, or one grappled by you, incapacitated or restrained. Obtain a melee attack against the target, using either Strength or Dexterity for your attack roll. Suppose you hit. In that case, you deal one piercing damage and 1d6 necrotic damage. The target’s hit point maximum reduces by an amount equal to the necrotic damage taken. You retrieve hit points equal to that number. The compression lasts until the target finishes a long rest. In 5d dnd, the target dies if this effect reduces its hit point maximum to 0. A humanoid destroyed in this process becomes zero.
- Languages. You may speak, read, and write Common and Vampire.
5e Vampiric Campaign Items
Vampires have some specific needs when it comes to their wellbeing. The following list of items helps keep them alive and enhances their vampiric abilities. Whether or not some of these items can be purchased or even found worldwide is up to the Dungeon Master.
The Cloak of the Underdark
It is a wondrous item, uncommon (requires attunement)
This exotic garment of drow design is made of black silk interwoven with faint silver threads. While wearing this cloak, you may pull its hood over your head to cause yourself to become immune to the effects of sunlight. The cloak allows for no sunlight to pass through.
The Cloak of Hiding
It is a wondrous item, rare (requires attunement)
This elegant garment is made of dark silks interwoven with faint amber threads. While wearing this cloak, you can pull its hood over your head, totally concealing your face. Attempts to look into your hood only reveal darkness. In addition, while your hood is up, you are hidden from divination magic, and you can’t be targeted by such spells or perceived through magical scrying sensors.
The Ring of Muted Light
It is a ring, rare (requires attunement)
This simple, monocolored ring that never seems to glisten is an ideal gift for your vampire lord. While wearing this ring, you can dim the light within a 15-foot cube around you. You can make normal sunlight light, bright light dim light, dim light darkness, and darkness magical darkness. You cannot make the light level brighter. Only darker and nonmagical light can not illuminate this area.
The Vampire Sunglasses
It is a wondrous item, rare.
These crimson-tinted sunglasses permit those to look into the light with an issue. You are immune to the effects of sunlight. In addition, you have an advantage on saving throws against being blinded and any impact that relies on eye contact, such as a medusa’s Petrifying Gaze or an umber hulk’s Confusing Gaze.
Suppose a vampire also has the Unnatural Charm feat. In that condition, it cannot help while these are worn.
The Ring of Misty Shadows
It is a very rare Ring and requires attunement by an actual vampire.
While wearing this ring, when you drop to 0 hit points in direct sunlight, the area you occupy. At the same time, your move is considered magical darkness, as if the spell darkness was cast at the 5th level. The darkness lasts for 2 hours, and once used, this ring cannot help again until the following midnight.
The Crypt Ring
It is a very rare Ring and requires attunement by an actual vampire.
A ring with a small compartment in its silver head, containing a small part of your coffin-like structure such as a piece of stonework, a chunk of wood, or compressed dirt. While worn with a part of your coffin-like structure placed here, this ring teleports you back to your coffin-like design when you are reduced to 0 hit points unharmed. Once used, this ring cannot help again until the following midnight.
The Ring of Dracula
It is an artifact Ring and requires attunement by an actual vampire.
This magnificent ring was said to have been worn by the famed Dracula himself. The eons he wore it took on the magical properties as his powerful unnatural presence warped it. The ring is covered in a layer of gold, its black obsidian material becoming evident in the engravings that adorn it. At its crown sits a crimson gem that radiates status and nobility. While wearing this ring, you gain the following benefits:
You no longer possess any of the weaknesses a vampire in 5e dnd has and are immune to the effects of sunlight.
If your coffin-like structure is further than 2 hours away, but on the same plane of existence, you reach it within two hours and regain all lost hit points once you’ve rested there for an hour.
You can go for a month without needing to consume blood.
Random Properties.
The Ring of Dracula has the following random properties:
- One minor beneficial properties
- One major beneficial property
- One minor detrimental property
- One major detrimental properties
Dracula
Your natural vampirism is elevated to the peak of its power as it is saturated with the legendary strength of Dracula. In addition, to the benefits granted by your vampire spawn an actual vampire traits, except the vampire spawn’s Spawn trait, you gain the following benefits:
Enhanced Fangs. Your Bite now reduces the creature’s hit point maximum by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
Enhanced Talons. Your Claws now deal 1d8 slashing damage, and on a successful attack, you can grapple the creature as a bonus action.
Vampiric Resistance. You are resistant to nonmagical bludgeoning, piercing, and slashing damage.
Unnatural Regeneration. You gain ten temporary hit points at the start of your turn if you have at least one hit point.
Enhanced Vampirism. All vampires feats you possess are enhanced, as seen in the Enhanced Vampirism Table.
Legendary Actions
You can take three legendary actions, choosing from the options below. Only one legendary action option can help simultaneously and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Move. You move up to your speed without provoking opportunity attacks.
Unarmed Strike. You make one unarmed strike with your Claws.
Bite (Costs 2 Actions). You make one Bite attack.
Legendary Resistance
While you may not be of legendary status like the incredible Dracula, his ring elevates you to such a position. If you fail a saving throw, it can select to succeed instead. You can use this three times before the next dawn.
Curse
Once attuned to the Ring of Dracula, you cannot be unattuned to it, and the only way to remove it from your person is to destroy you.
Destroying the Ring of Dracula
The Ring of Dracula is indestructible like most artifacts. However, it can be destroyed by being swallowed by a good-aligned solar or some of the upper planes’ other more powerful good entities.