Base Class: Warlock
Your patron is Kanchelsis, the first vampire, a deity of immense power and thirst, grudgingly respected and feared even by the most ancient of his kin. A dual-natured entity, he exudes a sense of aristocratic refinement and indulgence, savouring blood like one might enjoy a fine vintage of wine. However, this veneer is a fragile thing, beneath which is a beast with an insatiable lust for blood and violence.
Kanchelsis bestows power upon mortals, granting them lesser forms of vampirism. In exchange, they are expected to make offerings of blood to their master and patron, providing a brief moment of satiation to a thirst that can never be quenched. With the form he grants comes power, but also a thirst of your own...
Vampirism
Starting at 1st level, your patron has granted you the abilities of a lesser vampire... including its curses.
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You gain a claw attack that you can use in place of your unarmed strikes. You can use Charisma instead of Strength for the attack and damage rolls of your claw attacks, which deal 1d6 slashing damage on a successful hit. This damage increases to 1d8 at 10th level.
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When you use the Attack action to make an unarmed strike with your claws, you can make one additional unarmed strike as a bonus action.
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You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
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Your movement speed is increased by 10 feet.
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You become sensitive to sunlight, its presence weakening your body. While in direct sunlight, you have disadvantage on Strength and Dexterity saving throws.
Starting at 10th level, your claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Blood Sacrifice
Your Patron demands tribute in blood...
Starting at 6th level, you can perform a 1-minute ritual over the corpse of a creature with blood that has died within the past hour. At the end of the ritual, the body is completely drained of blood, and you are gifted an inspiration die that lasts until you next finish a long rest. Once you use this feature, you can’t do so again until you finish a long rest.
At 14th level, you gain two inspiration die instead of one when you perform this ritual.
Blood sacrifice
Starting at 6th level, you can perform a 1-minute ritual over the corpse of a creature with blood that has died within the past hour. At the end of the ritual, the body is completely drained of blood, and you are gifted an inspiration die that lasts until you next finish a long rest. Once you use this feature, you can’t do so again until you finish a long rest.
Feeding
Starting at 10th level, you may spend an action to feed on the corpse of a creature with blood that has died within the past hour. If you have performed a Blood Sacrifice since your last long rest, you gain the following benefits:
Feeding
Starting at 10th level, you may spend an action to feed on the corpse of a creature with blood that has died within the past hour. If you have performed a Blood Sacrifice since your last long rest, you gain the following benefits:
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You regain a number of hit points equal to 1d10 + your Warlock level.
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Your claw attack damage die is increased by one step (e.g. 1d8 → 1d10) until you next finish a long rest.
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You ignore the sunlight sensitivity of your Vampirism feature until you next finish a long rest.
If you have not made a Blood Sacrifice since your last long rest, you only regain hit points from this feature and gain no other benefits, as your Patron punishes you for your lack of servitude. Once you use this feature, you cannot use it again until you finish a long rest.
True Form
Starting at 14th level, you can briefly assume the power and form of a true vampire. As a bonus action, you can transform for 1 minute, gaining the following benefits:
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You gain advantage on attack rolls made with your claws against any creature that has blood and is missing any of its hit points.
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At the start of each of your turns, if you have at least 1 hit point and are not in direct sunlight, you regain hit points equal to half your warlock level. Taking Radiant damage prevents this feature from functioning at the start of your next turn.
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You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Once per transformation, when you fail a saving throw, you may choose to succeed instead.
Once you use this feature, you cannot use it again until you finish a long rest.
climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
legendary resistance
Once per transformation, when you fail a saving throw, you may choose to succeed instead.
legendary resistance
Once per transformation, when you fail a saving throw, you may choose to succeed instead.
Regen
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At the start of each of your turns, if you have at least 1 hit point and are not in direct sunlight, you regain hit points equal to half your warlock level. Taking Radiant damage prevents this feature from functioning at the start of your next turn
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