Warlock
Base Class: Warlock

Vampires, while perhaps not evil in life, have turned so in undeath. With their undeath comes great power, and an even greater bloodlust. Many, if not all vampires have thralls to draw away attention from their master's lair or place of residence, in turn they are given small amounts of the vampire's blood which provides large benefits to what would otherwise be an enslaved Commoner. However for you, perhaps you and your silver tongue or begging amused your bloodsucking patron enough to not enslave you, but to grant you some of its own power to do some of it's bidding.

Extended Spell List

The Vampire lets you choose from the expanded spell list of spells when you learn a Warlock spell. The following spells are added to the warlock spell list for you.

LEVEL                         SPELL
  1st             Charm Person, Fog Cloud
  2nd          Enthrall, Crown of Madness
  3th                       Fast Friends
  4th       Dominate Beast, Phantasmal Killer
  5th       Dominate Person, Steel Wind Strike

Note: Due to DnD Beyond's Homebrew system, you will have to manually add some of these spells into your spell book in Avrae using !sb add [spell name], should you wish to use them.

Vampiric Features

Starting at 1st level, your body begins to change resulting in a more monstruous appearance. Your canine teeth elongate and sharpen to a noticeable degree, and your nails turn into a more claw-like fashion. These new alterations to your body count as a natural weapon in which you are proficient in and can use to make unarmed strikes with. On a hit, your natural weapons granted from this feature deal 1d6 + your Charisma modifier piercing or slashing (your choice) damage on a hit. These natural weapons use your Charisma modifier for attack rolls as well. In addition, your natural weapons are applicable for Eldritch Invocations that require you to have the Pact of the Blade Boon.

The damage die for your natural weapon increases to 1d8 when you reach 8th level in this class.

Silver Tongue

Also at 1st level, you gain proficiency in the Persuasion skill if you do not already have it, and if you already have proficiency in the Persuasion skill you gain expertise with it. Additionally, you cunning words extend to a small pool of beasts as well. You can cast the Animal Friendship spell without expending a spell slot. You can do so a number of times equal to half you proficiency bonus rounded down, and you regain all expended uses when you finish a long rest.

When you cast Animal Friendship using this trait, you can only target Rats, Giant Rats, Bats, Giant Bats, Wolves, and Dire Wolves.

Misty Escape

You have learned how to temporarily turn into a cloud of mist in times of need. Starting at 6th level, you learn the Gaseous Form spell if you do not already know it, which counts as a Warlock spell for you, but doesn't count against the amount of spells you know. Additionally, when you take damage, you may use your reaction to reduce the damage by half (this damage cannot be further reduced in any way afterwards) and teleport to an unoccupied space within 30 feet of you that you can see.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Lethal Strikes

Your fangs and claws have developed to be able to do more than simply bite and scratch your foes. Starting at 10th level, you gain the ability to empower your natural weapon attacks granted by your patron, which are fueled by Vicious Strike points. You gain a number of Vicious Strike points equal to half your proficiency bonus (rounded up) and can be used in the following ways depending on which natural weapon you choose to attack with:

  • Blood Drinker: When you hit a creature with your fangs, you may expend one Vicious Strike point to deal an additional 1d8 piercing damage to the target. In addition, you also regain hit points equal to half the amount of piercing damage you dealt to the target.

    You cannot regain hit points in this way if the target is an Undead, Construct, or has no blood.

  • Relentless Slasher: When you make an attack with your claws, you may expend one Vicious Strike point to make an additional attack as a bonus action. If this attack hits, it deals an extra 1d6 slashing damage. Additionally, if the bonus action attack hits, the target must succeed on a Constitution saving throw (Save DC = 8 + your Charisma modifier + Proficiency Bonus) or begin to bleed at the start of their next turn. A creature that is bleeding from this feature takes 1d10 necrotic damage at the start of their turn, ending the effect after the target takes the necrotic damage.

    The target is unaffected by the bleeding effect if it is an Undead, Construct, or has no blood.

    All expended Vicious Strike points are replenished after a long rest.

Minor Shapeshifter

You have also learned how to shift yourself into a small vermin for a short period of time. Also at 10th level, as an action you can magically transform into a Rat or Bat for 10 minutes. While transformed, your game statistics are replaced by the statistics of the vermin you have choses, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. While transformed, you may not cast spells or use any equipment that your form cannot use, however, you may still use your natural weapons granted by your patron in this transformed state. If your vermin form is reduced to 0 hit points, any excess damage is carried over to you in your normal form, or you may use an action to revert to your normal form.

Once you have used this feature, you cannot do so until you have finished a short or long rest.

Note: You do not count as a shapeshifter mechanically once gaining this feature.

Blood Tyrant

Starting at 14th level, as an action you undergo a transformation, your appearance becomes more akin to your patron. Your iris become a crimson red as you manifest a billowing cloak, even if there is no wind, and  call upon a swarm of bats to aid you in your fight. While transformed you gain the following benefits for 1 hour or until your concentration is broken (as if you were concentrating on a spell).

  • A Swarm of Bats appears in an unoccupied space within 30 ft. of you that you can see, and gains the following benefits:

    -- The Swarm's hit point maximum is increased by an amount equal to your Warlock level + two times your Charisma modifier
    -- The Swarm gains a bonus to its Armor Class equal to your Charisma modifier.
    -- Your Charisma modifier is added to the swarm's attack and damage rolls.

    The swarm is friendly to you and your companions for the duration. The swarm shares your initiative count, but takes its turn immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The swarm disappears when it drops to 0 hit points, or when your concentration for this feature is broken, whichever comes first. 

  • You gain resistance to Necrotic and Poison damage, if you do not already have it.

  • At the start of your turn, you regain 1d6 + your Charisma modifier hit points if you have at least 1 hit point and are not in direct sunlight or running water. If you have been doused in holy water, this trait doesn't function until the start of your next turn. This regeneration lasts for one minute instead of the full hour duration for this feature, or until your concentration for this feature is broken, whichever comes first.

    Once you have used this feature you cannot use it again until you have finished a long rest.

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