Sanguine Armory
Everfresh Bloodvial
Wondrous Item, Common
This simple vial has faint golden runes on the inside of the glass, and any organic material that is kept within the vial does not rot or decay, and is kept fresh.
Mark of the Night
Wondrous Item (tattoo), Common (requires attunement)
This mark depicts patterns of bat wings, fangs, and esoteric patterns around your chest and neck. You do not need to sleep, and cannot be magically put to sleep, and instead gain the benefits of a long rest by spending 6 hours of light activity such as keeping watch.
Furthermore, one cup of fresh blood nourishes you for 24 hours.
Cattlebell
Wondrous Item, Uncommon
This ornate silver bell was used by vampires to easily subdue their weaker cattle for feeding. As an action, you can ring this bell which releases a shrill and eerie ringing. Each creature that has blood within 60 feet of you that can hear the bell, must succeed on a DC14 Wisdom saving throw or use their reaction to go prone. Creatures who are Charmed by you or one of your allies automatically fail this saving throw.
Bloodied Effigy
Wondrous Item, Uncommon (requires attunement by a spellcaster)
This permanently bloodied effigy depicts a steel vampire with massive fangs, with small set rubies for eyes. While holding this effigy, you can use it as a spellcasting focus, and it can store a vial of fresh blood within it. While you are bloodied, the eyes of this effigy glow and blood faintly floats from your body, and all spells that you cast that deal damage deal additional necrotic damage equal to your Proficiency bonus. You only gain this additional damage once per turn.
Dust of the Damned
Wondrous Item, Uncommon
This blanch white dust looks akin to the powder of bones, and is typically kept within a small pouch of stitched flesh. As an action, the Dust of the Damned can be sprinkled onto water, where the area around it in a 500 foot radius becomes Cursed. Any water within this cursed area turns faintly scarlet, counts as desecrated ground, and does not deal acid damage to Vampires. This area remains cursed for 24 hours, or until it is dispelled with a Dispel Good and Evil spell. Once the Dust of the Damned has been used, it is destroyed.



Bloody Dragonglass Staff
Wondrous Item, Uncommon
This staff is made of a gnarled thorny branch that has been petrified with a partially cracked and melted shard of Dragonglass at its tip that seems to absorb nearby blood into its glass; permanently staining it a crimson coloration. You can use this staff as a spellcasting focus, and this staff counts as a vampiric emblem worth 150gp for the purposes of Vampiric Spells. While you are holding this staff, as an Action you can roll one of your hit dice and take necrotic damage equal to the number rolled which cannot be reduced in any way. Upon taking this action, you then learn a Sorcerer or Vampiric Magic cantrip of your choice for 1 hour, which uses your spellcasting ability (Constitution, if you do not have the Spellcasting feature). You can only cast this cantrip while you are holding this staff, and if you use this property again, the blood-imbibed knowledge of the previous cantrip disappears.
Mark of Bloodbender
Wondrous Item (tattoo), Uncommon (requires attunement)
This mark accentuates your muscles with bloody strokes and patterns, alongside imagery of twisted limbs. When you take the attack action, you can replace an attack with the Magnetic Purpura spell (Spell save DC of 15) without requiring components. If the target fails their saving throw, they are pulled 30 feet closer to you as opposed to 10 feet.
Once you have used this property you cannot use it again until the next dawn, you reduce a creature with blood to zero hit points, or you expend a hit die as a bonus action.
Mark of the Bloodied Hunter
Wondrous Item (tattoo), Uncommon (requires attunement)
This geometric marking runs across the shoulders and forearms, which align when the arms are pulled into a position of drawing back a bow. Before taking the attack action, you can activate this mark where the tattoos glow and drip ethereal blood which runs into any ranged weapons you are holding. All of your ranged attacks this turn gain a bonus to their attack rolls equal to your proficiency bonus.
Once you have used this property you cannot use it again until the next dawn, you reduce a creature with blood to zero hit points, or you expend a hit die as a bonus action.
Mark of Boiling Blood
Wondrous Item (tattoo), Uncommon (requires attunement)
This mark depicts dancing and roaring flames across your body. As an action you can activate these tattoos where spectral, bloodied flames will erupt across your body. These flames do not harm you, nor your equipment. These flames last for 1 minute, and for the duration any time a creature comes into contact with you via an unarmed strike, grapple, or shove attack, the creature takes 2d6 fire damage. A creature can only take this damage once per turn.
Once you have used this property you cannot use it again until the next dawn, you reduce a creature with blood to zero hit points, or you expend a hit die as a bonus action.
Mark of the Raging Thirst
Wondrous Item (tattoo), Uncommon (requires attunement)
This marking evokes primal imagery of teeth and fangs that are usually centered around the arms and shoulders. Before taking the attack action, you can activate this mark, where you add two times your proficiency bonus to melee damage rolls, but subtract your proficiency bonus to all melee attack rolls made this turn.
Once you have used this property you cannot use it again until the next dawn, you reduce a creature with blood to zero hit points, or you expend a hit die as a bonus action.
Mark of Sanguine Barrier
Wondrous Item (tattoo), Uncommon (requires attunement)
This marking depicts bone and flesh plating across your chest and back. As a bonus action, you can activate this mark where magical blood erupts from your tattoos and coats your body in protective layers of hardened, magical blood. You gain 2d12 + 6 temporary hit points that last for 10 minutes, and while you have these temporary hit points Your AC increases by 1, you have resistance to bludgeoning damage, and your walking speed is reduced by 10 feet.
Once you have used this property you cannot use it again until the next dawn, you reduce a creature with blood to zero hit points, or you expend a hit die as a bonus action.
Shawl of Darkness
Wondrous Item, Uncommon
Used by vampires that wished to walk among the commoners without arousing suspicion, this blackened shawl is enchanted so when a creature wears it, they are unaffected by the Sunlight Hypersensitivity trait, and instead only have disadvantage on Wisdom (Perception) checks while within sunlight.
Rune of the Vampire
Weapon, Rare
This weapon contains an ancient vampiric rune that has been scribed by a vampire or those with a deep understanding of hemomantic magic. While you are holding this weapon, as a bonus action, you can roll a d10 and take necrotic damage equal to the number rolled which cannot be reduced in any way. Immediately after taking this damage, the resulting blood clings to the surface of this weapon and erupts in elemental power; manifesting as acid, cold, fire, lightning, or necrotic energy. For the next 10 minutes, this weapon deals an additional 1d8 of the chosen damage on hit, and if you reduce a creature with blood to 0 hit points with this weapon while it is imbued in this way, you regain 2d8 hit points as the creature’s blood is siphoned into the weapon.
Claret Chalice
Wondrous Item, Rare
This elegant and silver aristocratic chalice is embedded with rubies throughout its handle and has detailed etchings of humanoid cadavers along its rim. As an action, the command word for the Claret Chalice can be spoken and it will fill with magical blood, where droplets of blood will faintly float around and above the chalice. Any Vampiric Magic spells that are casted within 60 feet of the Claret Chalice are empowered as if fresh humanoid blood was consumed in the casting of the spell. The Claret Chalice remains active for 1 minute or until the command word is spoken again as an action to end its effects early, where the blood will magically drain away. Once the Claret Chalice has been used in this way, it cannot be used again until the next midnight.
Heretic's Dragonglass Staff
Wondrous Item, Rare (requires attunement by a Spellcaster)
This gnarled and bloody staff seems to drip blood whenever it is used for casting of spells, and beholds a twisted and bloody shard of Dragonglass at its tip that can never be cleaned. The Heretic’s Dragonglass Staff has 5 charges and regains 1d4 + 3 charges at dawn.
You can use this staff as a spellcasting focus, and the staff counts as a vampiric emblem worth at least 750gp for the purposes of vampiric magic. While you are holding this staff, as an Action you can roll one of your hit dice and take necrotic damage equal to the number rolled which cannot be reduced in any way. Upon taking this action, you then learn a Sorcerer or Vampiric Magic cantrip of your choice for 1 hour, which uses your spellcasting ability, and the Heretic’s Dragonglass Staff siphons your sacrificed blood and regains 1 charge. You can only cast this cantrip while you are holding this staff, and if you use this property again, the blood-imbibed knowledge of the previous cantrip disappears.
Furthermore, whenever you deal damage with a spell, you can expend 1 charge and deal an extra 1d8 necrotic damage to one target of the spell.
Claret Teardrop
Scimitar, Rare (requires attunement)
This scimitar’s blade is made of a crimson metal that seems to attract blood as if it were a magnet, and contains a large hollow ruby on his pommel grasped by steely vampiric fingers. You gain a +1 bonus to attack rolls and damage rolls made with the Claret Teardrop and it has 8 charges and regains 1d8 + 4 charges at dawn. While you are holding the Claret Teardrop you can cast the spell Claret Blade, without requiring components, and it is always empowered as if you had consumed fresh humanoid blood in the casting of the spell (Spellcasting ability modifier of +4). If you reduce a creature with blood to zero hit points with the Claret Blade, it regains 2 charges and you can magically fill the ruby of the Claret Teardrop with the blood of the slain creature.
Moreover, you can use the charges of the Claret Teardrop to cast the following spells without the need to provide any components, with the exception of fresh humanoid blood if you wish to empower the spell (Spell save DC15, Spellcasting ability modifier of +4), Hemophila (2), Magnetic Pupura (1), Sanguine Amplification (2), and Bloodpulse (4). If you empower one of these spells through the consumption of freshly slain humanoid blood and the spell has a casting time of 1 action, you can change its casting time to instead replace an attack from the attack action if you have extra attack.
Curse. Once you are attuned to the Claret Teardrop, you are subjected to its curse which contains a vengeful spirit of an ancient vampire that was bound to the blade during its creation. You cannot willingly unattune from the Claret Teardrop and you can no longer taste any flavor from food or water. Furthermore, if you do not reduce a creature with blood to zero hit points after 24 hours, you gain a level of exhaustion. This special exhaustion does not disappear when you take a long rest, and instead is only cured when you reduce a creature with blood to zero hit points. You cannot gain more than 4 levels of exhaustion from this curse.
Fang of Strahd
Wondrous Item, Rare (requires attunement)
This ancient fang is said to have belonged to Strahd himself, and as part of the attuning process, you must hold the fang to your teeth, where it will replace your incisors and grant you vampire-like fangs. The Fang of Strahd has 6 charges, and regains 1d6 + 3 charges at midnight. While you are attuned to the Fang of Strahd, you may use your Dexterity or Strength for your unarmed strikes, and when you hit with an unarmed strike, you can choose to deal 1d10 piercing damage as opposed to the normal damage of an unarmed strike. Furthermore, when you grapple a creature, you can choose to sink your fangs into the creature you are grappling, where the creature also takes 2d6 necrotic damage at the start of each of their turns while they are grappled by you, and you regain hit points equal to half of this damage dealt. While you are grappling a creature in this way, you cannot make unarmed strikes with the Fang of Strahd.
You can cast the following spells without requiring components using charges of the Fang of Strahd (Spell save DC15), Charm Person (1), Misty Step (2), Gaseous Form (3), and Polymorph, (3) however you can only target yourself with Polymorph, you must turn into a Bat, and you retain your mental scores.
Veil of the Dead
Wondrous Item, Rare
This blackened, cracked skull is deeply enchanted with necrotic magic, and can be crushed as an action, where it will cause the area around it in a 1,000 foot radius to become night, even if it was day. This effect lasts for 8 hours, and once the Veil of the Dead has been used, it fades into dust and is destroyed.
Mark of the Sanguine Lich
Wondrous Item (tattoo), Very rare (requires attunement by a spellcaster)
This mark depicts arcane and esoteric runes and patterns that run across the entirety of your body. While you are attuned to this tattoo, your body counts as a spellcasting focus and if you are bloodied, each spell you cast is casted as if it were one level higher than the expended spell slot.
Changelog
- Version 1.1
- Added Everfresh Bloodvial, Mark of the Night, Bloodied Effigy, Bloody Dragonglass Staff, Cattlebell, Dust of the Damned, Mark of Bloodbender, Shawl of Darkness, Rune of the Vampire, Claret Chalice, Claret Teardrop, Heretic's Dragonglass Staff, Fang of Strahd, Veil of the Dead, Mark of the Sanguine Lich
- Version 1.0
- Initial version released
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This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMbinder. Art by Warmtail.