Base Class: Warlock
Power in Blood
You have made a deal with an ancient and powerful vampiric entity, gaining access to a limited form of vampirism; your purpose is that of an agent for your master, able to travel in sunlight and unmarred by running water. As your powers grow, you will become more and more vampiric, though with this comes the risk of discovery by mortals.
You may have gained these powers mysteriously in your sleep, marked by two puncture wounds on your neck, followed by strange whispers in the back of your mind. You may also have sought out this entity, searching for immortality, power, or something else. Your master is the most important facet of your powers, work with your DM to determine the relationship you have with this creature, as it will no doubt be integral to your story.
Whatever the case, you are essentially half vampire, half mortal. You will age slower, need less food, and have an unearthly appeal to you. You will be able to entrance, deceive, and terrify with but a thought. Tread carefully in the lands of mortal men, for if they suspect your nature, they will undoubtedly stake you. Or try at least.
Expanded Spell List
1st-level Vampire Feature
The Vampire lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Vampiric Regent Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | command, sleep |
| 2nd | calm emotions, detect thoughts |
| 3rd | speak with dead, slow |
| 4th | greater invisibility, phantasmal killer |
| 5th | dominate person, mislead |
Alluring Gaze
1st-Level Vampire feature
Starting at 1st level, you are granted one of the most essential toolkits of any vampiric agents-- irresistible charm. You gain proficiency in deception, intimidation, and persuasion. Additionally, when a creature is charmed by you and you make a Charisma skill check to deceive, intimidate, or persuade them, you roll three dice instead of two, taking the highest.
Vampiric Charm
1st-Level Vampire feature
Also at 1st level, you gain a bit of magical aid, enhancing your now already preternatural charm. You learn the charm person, which you can cast at will. This counts as a warlock spell for you and does not count against the number of spells you know.
Sanguine Indulgence
6th-Level Vampire feature
When you reach 6th level, you gain a bit of the trademark hunger for blood; you can siphon blood from your enemies, invigorating yourself with their vital essence.
When you deal damage to a creature on your turn, you can use your bonus action to deal additional necrotic damage equal to your warlock level, healing yourself for the same amount as you siphon their blood; this does not affect creatures lacking blood. This can be used once per round and can only affect one creature on a given turn, even if the spell damages more than one creature. You can use this a number of times equal to your proficiency bonus per short or long rest.
Additionally, you no longer require food and water, instead becoming able to sustain yourself on a pint of blood once per week.
Striga
10th-Level Vampire feature
At 10th level, you grow ever more vampiric in nature, ascending to a creature known as a striga. With it your beauty and natural abilities increase even further becoming nigh on irresistible to mortals, granting you preternatural speed, and enhancing your intellect.
You gain expertise in deception, intimidation, and persuasion. Additionally, your movement speed increases by 10 feet, your jump distance is tripled, you have proficiency in Intelligence saving throws, and your carrying capacity is tripled.
Your creature type changes to undead, and you no longer require air, food, water, or sleep. Additionally, you no longer age and magic cannot force you to age.
Sacrosant Seduction
14th-Level Vampire feature
At 14th level your mastery of persuasion and charm reaches its peak, allowing you to enthrall your victims. When you use your Vampiric Charm feature, you can enhance the spell to make the creature into a thrall for the duration of the spell. Thralls follow your verbal orders, and protect you at all costs. Each time they take more than 10 damage from a single source, they get to repeat the saving throw, ending the effect on a success.
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