Yeah, I actually spent time on my day off thinking about hacking D&D 5E to run Vampire the Masquerade. This is the kind of thing I do for fun, though, so there it is. You know me by now.
A vampire was once human, until given the Embrace. A vampire drains them of all of their blood and then feeds them vampire blood. There is no guarantee, but often, this results in a new vampire. The transformation takes hours, or possibly even nights, as the person’s organs wither and die and their body chemistry changes so that it runs entirely on blood.
Vampires, more commonly known as kindred, will live forever as long as they avoid fire and sunlight and continue to consume blood. For the blood to provide sustenance, it must come from a living humanoid.
Fear of Fire and Sunlight
Vampires all fear two things – fire and sunlight. During the day, a vampire struggles to remain conscious, and must make a Constitution save in order to remain awake. If they do remain awake during the day, when night falls again they suffer a level of exhaustion.
Ability Score Increase. You gain a bonus of 1 point to two ability scores of your choice.
Age. Vampires do not visibly age from the moment they are Embraced and made into one of the undead.
Alignment. Though there are vampires of every alignment, needing to prey on human beings for sustenance means that over time vampires will tend toward evil alignments.
Blood drinking. If a vampire bites a victim and latches on, she can immediately drain 2d4 hit points from her victim
Bite. Melee Weapon Attack, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 3 (1d6) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains 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.
Hardened flesh. You are resistant to piercing damage from non-magical sources.
Hunger. Vampires hunger for blood. Following each day a vampire goes without feeding, her maximum hit points are reduced by five. If her maximum hit points fall to zero, she enters torpor.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart, the vampire is paralyzed until the stake is removed. To pierce a resisting vampire’s heart, the attacker must succeed on an attack roll with disadvantage and deal more than 10 points of damage (remembering that the vampire is resistant to piercing damage from non-magical sources).
Undead. A vampire is immune to poison damage and the poisoned condition, and they do not require air, food, or water.
Vulnerable to fire. Vampires are vulnerable to fire damage.
Vulnerable to sunlight. When any part of their body is in full sunlight, vampires take 10 radiant damage per turn.
Size. Your size is Medium.
Speed. Your base speed is 30 feet.
Languages. You can speak, read and write one language based on your ethnicity or cultural background, as well as English if that language is not English.
Level 1 vampire: you get the ability to…how should healing work? Maybe you just have slow regeneration – every minute you are not in direct sunlight you regain one hit point, up to your current maximum.
Level 2 vampire: There should be some way to use blood to boost your physical abilities. Once per long rest, you can call upon the blood to boost a physical ability score.
Other Dungeon the Masquerade Thoughts: after choosing vampire as your race, you choose clan which serves as your class. Then, at level 3, you choose a specialization that is based around Discipline powers. Those Discipline powers are socketed into the various Clan lines.