Creating a Vampire
You can make a Vampire quickly, by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
As a Vampire, you gain the following class features.
Hit Dice: 1D10 per Vampire level
Hit Points at 1st Level: 10 + Your Constitution modifier
Hit Points at Higher Levels: 1D10 (or 6) + your Constitution modifier per Vampire level after 1st
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Stealth, Arcana, History, Medicine, Perception, Deception, Intimidation, Performance or Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a component pouch or (b) a spellcasting focus
(a) chain mail or (b) leather, crossbow and 20 bolts
(a) explorer's pack or (b) scholar's pack or (c) diplomat's pack
Creature of the Night
You have darkvision that stretches 120 feet, however you are sensitive to light, causing you to 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.
In addition, your body cannot take the radiance of the sun. If every inch of your skin is not covered by shadow or clothing and you choose, or are forced to be exposed to sunlight, you will take 1D10 radiant damage per combat round, or if out of combat, you will burn for 5D10 per minute.
You are resistant to necrotic damage, and vulnerable to radiant damage.
As a vampire, you can only die from decapitation a stake to the heart, sun damage or some form of radiant damage. As such, if you fail 3 death saving throws, without these conditions being met, you simply count as "stable" until a drop of blood is next poured into your mouth, at which point you will take 10 minutes to recover from your slumber, and awaken with D10 hit points. You will never age, and will look like a pale version of the person who was bitten on the day of your first death for all of your unnatural life.
Your un-life was not granted by any god, and they have forsaken you for it. If you are healed through any divine means, i.e. through a paladin or cleric's healing spells, you instead take the spell as a damaging one; it's light burning your unholy frame. Undead also cannot be resurrected except by means of a wish or "raise dead" spell.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can impose disadvantage on the attack roll. You must be wielding a shield.
Two weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Vampire Spell List
1st Level Spells
Arms of Hadar
Detect Evil and Good
Protection from Evil and Good
Speak with Animals
Tasha's Hideous Laughter
2nd Level Spells
Blindness / Deafness
Crown of Madness
Pass Without Trace
Ray of Enfeeblement
Zone of Truth
3rd Level Spells
Hunger of Hadar
Meld into Stone
Speak with Dead
4th Level Spells
Freedom of Movement
5th Level Spells