Base Class: Warlock
Vampires are known for feasting on the blood of the weak to sustain their horrific power. However, sometimes their vampiric corruption is transferred into the bitten creature. This could be intentional or accidental by the patron. What remains is eldritch vampiric energy coursing through your veins. But this incredible power comes with a cost. You must now fight the constant thirst, the need to feast on the blood of others. If you starve, your power wanes as well.
Expanded Spells Known
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.
Vampire Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Bane, Inflict Wounds |
| 2nd | Enhance Ability, Detect Thoughts |
| 3rd | Blink, Conjure Animals |
| 4th | Arcane Eye, Polymorph |
| 5th | Destructive Wave (necrotic), Geas |
Feast or Famine
At 1st level, you must feast on others to fuel your power. As an action, you can make a melee spell attack (Charisma) against a creature with blood. If the attack is successful, you regain an expended warlock pact slot and the creature takes necrotic damage equal to 1d6 plus your Warlock level. On a successful hit, you cannot use this feature again until you take a long rest.
For each 24 hour period that you do not feast, you must succeed on a DC 10 Constitution saving throw or you become Starved. While you are Starved you cannot enter your Vampiric Form. The Starved condition is removed upon your next successful Feast.
Vampiric Form
Also at 1st level, you gain power in darkness, allowing you to release your gathered vampiric energy. You can use a bonus action to transform into a special Vampiric Form. You cannot transform while in sunlight, unless you are in magically created dim light or darkness. You can speak in this form but cannot wield weapons or a shield. You revert to your normal form if you enter sunlight or you choose to end the form. While transformed you gain the following features:
- Vampiric Protection: You gain a natural AC equal to 13 + your Charisma modifier. You can choose to keep the AC from your armor instead.
- Moonwalk: Your speed increases by 10 feet and you gain a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Devils Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Sanguine Claws: Your claws extend and harden with vampiric blood magic. They manifest as a natural melee weapon with which you are proficient. You use your Charisma modifier for attack and damage rolls. Your claws deal 1d10 necrotic damage on hit (Increased to 1d12 at Level 10). You gain temporary hit points equal to half the necrotic damage dealt.
Sanguine Predator
At 6th level, when you feast you now regain hit points equal to the damage dealt. Your Vampiric Form also grants the following additional features:
- Bat Within: When you are hit by an attack, you can use your reaction to briefly dissolve into a swarm of bats and teleport to a target location within 15 feet, causing the attack to fail. The attacking creature must succeed on a Charisma saving throw or it is Frightened of you until the end of it's next turn. You can use this feature once per short rest.
- Vampiric Decay: When you hit with an attack roll, you deal extra necrotic damage to the target equal to your proficiency bonus.
Hypnotic Gaze
At 10th level, your soft words and enchanting gaze can magically enthrall another creature. As an action, you can cast the Suggestion spell without using a spell slot. When used this way, the spell does not require concentration or spell components. If you feast on a creature under the effects of this spell, you automatically succeed on the attack and can choose to forego the damage. The creature has no memory of the events that transpired during the spell. You can use this feature once per long rest.
Embrace the Night
At 14th level, you can cast the Darkness spell at will, without expending a spell slot or material components. Once per short rest, when you cast this spell you may choose a number of creatures that you can see equal to your Charisma modifier. The chosen creatures can see through the darkness. Your Vampiric Form also grants the following additional benefits:
- Nocturnal Flight: Large bat wings erupt from your back. You gain a flying speed of 60 feet, during which you can hover.
- Essence Theft: Your Feast can recover two expended Warlock Pact slots or one Mystic Arcanum.
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