These five items are perfect for any campaign where vampires and their servants play a large role, or to give to any character with a personal interest in vampires or dark magic.
Adamantine Fangtips
Wondrous item, rare (requires attunement)
Bloodcharm
Wondrous Item, uncommon (requires attunement)
Bloodline Blade
Rapier, rare (requires attunement)
Cloak of Mists
Wondrous, rare (requires attunement)
This silvery-sheened cloak has a single charge. When an attuned creature wearing the cloak would drop to 0 hit points the cloak’s charge is expended and the wearer instead drops to 1 hit point and transforms into a cloud of mist for up to ten minutes. The cloak cannot spend its charge while the wearer is in sunlight or running water. If the wearer can’t transform, they falls unconscious as normal.
While in mist form, the attuned creature can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water or sunlight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
The wearer can’t revert to its original form as an bonus action, or they revert automatically once the duration has passed.
The cloak recharges at dusk.
Goblet of Vitality
Wondrous item, very rare (requires attunement by up to ten creatures)
The blood of any creature can be let into the goblet, which can hold up to 50 hit points worth of blood. The blood of volunteers is best: if no blood is taken by force, the goblet gains a number of vitality points equal to the number of hit points worth of blood. If even a single drop of blood taken by force taints the blood within the cup, it has vitality points equal to half the hit points worth of blood.
Any attuned creature can spend vitality from the goblet while they are within 300 feet of it, in any of the following ways:
- Spend 2 or more vitality as a reaction to add a bonus to any ability check, attack roll, or saving throw equal to half the vitality spent.
- Spend 1 or more vitality as a reaction to recover hit points equal to the vitality spent.