5e: Five Vampiric-themed Magic Items

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)

These dark silver accessories can be worn over the fangs of an attuned creature which has a bite attack. While worn, the adamantine fangtips allow the creature to make particularly deadly and bloody bite wounds. The attuned creatures roll an additional die of piercing damage when they use their bite. If the wearer is also a vampire, they add their bite’s piercing damage to the number of hit points they recover.


Wondrous Item, uncommon (requires attunement)

This ominous talisman is set with a large ruby that pulses with an eerie light while the bloodcharm remains unused.
A creature attuned to the bloodcharm can feed some of their blood to it as an Action, expending a Hit Die. The bloodcharm converts each Hit Die into blood magic, and can contain up to five points of blood magic. When the attuned creature fails at a Strength, Dexterity, or Constitution ability check, they may spend one point of blood magic to succeed instead. When they fail at a Strength, Dexterity, or Constitution saving throw, they may spend two points of blood magic to succeed instead.

Bloodline Blade

Rapier, rare (requires attunement)

A gleaming rapier of red-tinted steel, etched with runes of archaic common that spell out the name of its creator’s proud bloodline. 
The bloodline blade grants a +2 bonus to attack rolls, damage rolls, and initiative checks. In addition, it deals 1d8 additional damage to vampires or vampire spawn that are not of the same vampiric bloodline as the blade’s creator. 
Curse. A non-vampire who attunes to the bloodline blade begins to experience unsettling dreams that are equal parts disturbing and tempting, luring them to acts of imitated vampirism. Each night, the attuned creature must make a DC 15 Wisdom saving throw. On a failed save, you rise from your sleep and attempt to bite the nearest available humanoid. You use whatever means are at your disposal to reach the creature, preferring quiet and stealthy approaches where possible. Your bite deals 1d4 piercing damage, plus an additional 1 bleeding damage each turn until the flow of blood is stopped. 
Until the curse is broken with remove curse or similar magic, you are unwilling to part with the bloodline blade, keeping it within reach at all times.

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)

This is a wooden cup, unassuming other than the dark stain on its interior left by blood absorbed into the wood.

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.