Base Class: Warlock
The Ancient Vampire is an entity that resides in the darkest corners of our world, in the multiverse. You may seek to gain knowledge from your patron's countless lifetimes of experience, it may offer promises of ever lasting life and power, or it may see you as a piece of a centuries long plan. Groups of warlocks who follow a particular patron may form, or be a part of, colonies or secret societies called covens. Other vampires may see you and treat you no different than the prey they consume. Some may see your work as respectful, serving vampire-kind, and may be less inclined to immediate hostility.
Expanded Spell List
The Ancient 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.
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bloodletting Kiss
Starting at 1st level, your patron bestows the gift of life through another creature's blood, by granting you sharp fangs and a bite attack.
As an action, make a melee spell attack against a creature that is within reach, to bite them with your vampiric fangs. On a hit, your bite deals 1d6 piercing damage plus necrotic damage equal to your charisma modifier(minimum of one). If the creature you bite is charmed, frightened, grappled, incapacitated, or willing, you regain hit points equal to your warlock level. You can regain hit points this way a number of times equal to your proficiency bonus. You can't regain hit points this way from undead or constructs.
You regain all expended uses once you finish a short or long rest.
On Blackened Wings
Starting at 6th level, your patron grants you the ability to escape danger in a terrifying fashion.
When a creature hits you with an attack, you can use your reaction to abruptly transform yourself, and anything you are wearing or carrying, into a misty swarm of flying bats. You can move up to 60 feet away to an unoccupied space you can see, moving through an enemy's space with ease and without provoking attacks of opportunity. You transform back into your previous form at the end of your reaction. Immediately after you transform into your misty swarm of flying bats, each creature that was within 5 feet of you must make a Wisdom saving throw against your warlock spell save DC. Creature's that are immune to being charmed or frightened automatically succeed. On a failed save, the creature is frightened of you until the end of your next turn or until you attack it. Creatures that succeed are immune to being frightened this way for 24 hours.
Once you use this feature, you can't use it again until you finish a short or long rest.
Darkened Ascension
Starting at 10th level, your patron has bestowed onto you their supernatural strength and resilience. You are resistant to necrotic damage and you gain advantage on saving throws against being charmed or frightened.
Additionally, your patron's power physically alters your longevity. For every 10 years that pass, your body ages only 1 year.
Child of the Night
Starting at 14th level, the dark power that saturates your body allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead cause your body to erupt with vampiric magic. Each creature within 30 feet of you takes necrotic damage equal to 2d8 + your warlock level. You regain a number of hit points equal to your proficiency bonus plus half of the necrotic damage taken, by this feature. You stand up if you so choose. Once you use this feature, you can't use it again until you finish a long rest.







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