Base Class: Warlock
Vampirism is a complex virus and transformation. Upon the world of Somnus, vampirism is formed from a mixture of alchemy, dark magic, and divine ritual. Transforming the soul into one that is capable of consuming motivity through the blood and other energy sources. In doing so, they empower themselves with the life force of other creatures. Over time, these vampires grow in strength and power as the foreign energies assimilate into their potent life force. The oldest vampires, known as Ancestors or Ancients, are those for whom centuries, if not millennia, have passed. Many were not turned by another vampire, but turned from the magics that spawned their species. While each form of the ritual differs in some way, the result remains the same. A creature of supernatural speed, strength, and agility. Capable of feeding on life force of others to sustain itself.
You have been infused with the alchemical processes and dark magics needed to transfigure you into a vampiric creature. Be it in the form of a virus, an enchantment, or some other method, your flesh and blood have slowly begun the transformation.
Level 3: Blood Ancient Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Blood Ancient Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Find Familiar, Zephyr Strike, Misty Step, Find Steed, Fog Cloud |
| 5 | Catnap, Revivify |
| 7 | Death Ward, Greater Invisibility |
| 9 | Modify Memory, Steel Wind Strike |
Level 3: Vampiric Metabolism
At 3rd level, the vampiric virus begins to rewrite your cells. Granting you access to newfound powers and abilities. You can tap into a new resource called Vampiric Fury. You can hold a maximum amount of Vampiric Fury equal to your Charisma modifier. Your Vampiric Fury resets to 0 when you complete a short rest. You gain a single point of Vampiric Fury when you cast a spell or hit a creature with an attack roll. (Spells that require attack rolls do not generate fury from their casting but from whether the attack hits)
You gain access to the following abilities that can be enhanced with Vampiric Fury. Abilities that you have spent Vampiric Fury to use cannot generate it.
Preternatural Speed: You can take the dash action as a bonus action. If you spend Vampiric Fury, per fury spent, you can move an additional 10 feet.
Draining Bite: You gain access to a new natural weapon known as a Draining Bite. It uses your constitution modifier for its attack and damage rolls. On a hit, it deals 1d8 piercing damage. After making a successful natural weapon attack with your Draining Bite, you can spend any amount of Vampiric Fury to deal an additional 1d4 necrotic damage to the target per Vampiric Fury spent, and you regain a number of hit points equal to the necrotic damage dealt.
For each subclass feature you gain in this subclass, you also gain a corresponding vampiric weakness. These weaknesses are as follows.
3rd Level: You must eat a few pounds of raw meat or drink a few pints of fresh blood each week. If you fail to meet this requirement, you cannot use or benefit from your subclass features. Augments such as Second Stomach can relieve this requirement.
6th Level: If you start your turn in running water, you take 20 acid damage. This damage does not get turned into healing by absorption.
10th Level: While in direct sunlight, you take 20 radiant damage at the start of your turns. This damage does not get turned into healing by absorption.
14th Level: If a piercing weapon made of wood is driven into your heart while you are Incapacitated, you are Paralyzed until the stake is removed. If you are unconscious or at zero hit points when the stake is driven into your heart, your body is reduced to ash.
Level 6: Dark Transformation
At 6th level, the virus in your cells begins to multiply more rapidly. You no longer need food or water. You have a climbing speed equal to your walking speed and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You also manifest the following vampiric powers.
Dark Flight: As a bonus action, you can choose to transform into Mist and float your speed before changing back. If you spend Vampiric Fury, you can float an additional 10 feet per fury spent. Moving this way does not provoke attacks of opportunity and you can pass through solid objects and difficult terrain without issue.
Blood Talons: You gain a new natural weapon known as a blood talon that you can use to make unarmed strikes. Blood talons deal magical slashing damage and use your constitution modifier for their attack and damage rolls. If you spend Vampiric Fury, you may choose to replace a spell attack you make with a blood talon attack. This blood talon strike benefits from any effects that would benefit the spell you cast.
Level 10: Unholy Mutation
At 10th level, the vampiric curse has nearly completed its hold as it synchronizes with the flesh. It offers increased resilience at a price. You manifest the following vampiric powers
Dark Regeneration: As a bonus action, you can spend Vampiric Fury. Per fury spent, you heal for a roll of your hit die + your constitution modifier.
Blood Hunt: When you take the Search Action, you can also detect the presence of creatures who have blood within your proficiency bonus x 5 feet of you.
Blood Bond: When you create a bond with, or conjure a pact weapon, you can choose to instead apply the weapon’s magical properties to your Draining Bite or Blood Talons for the duration of the Bond or Conjuration. Your Blood Talons and Draining Bite now benefit from any abilities and bonuses that would benefit weapons you wield, provided that the weapon you are bonded with is eligible to use them.
Level 14: Vampiric Ascension
At 14th level, the curse has fully taken hold. You are now as close to a vampire as a traveler can become. Neither living nor dead. Immortal nor mortal. Something in between. A kind of dark hybrid. You may choose one of the following Supreme Vampiric Powers.
Vampiric Flight: You gain a flying speed equal to your speed and can hover. When you would take damage, you can use your reaction to transform into a swarm of bats to morph around the blow. You reduce the amount of damage taken by a number of d8's equal to your Constitution modifier. If you spend Vampiric Fury, you can reduce the damage by an additional d8 per fury spent. You can also spend 1 Vampiric Fury to get up from prone or escape a grapple.
Vampiric Grace: You can add your Constitution modifier to your Charisma checks you make. As a bonus action, you can attempt to compel a creature of your choice within 30 feet of you. If you spend Vampiric Fury, you can compel an additional creature per fury spent. Those creatures must succeed on an Insight Check contested by your Persuasion or Intimidation. If the creature fails the contest, the creature regards you in a friendly manner, obeying small, non dangerous requests, and they cannot use harmful abilities on you directly (area of effect disregarded). This effect ends after one minute or if the creature at the end of their turn succeeds on another contested insight check versus your intimidation or persuasion. This effect is also broken if you or your allies damage the compelled creature.
Vampiric Strength: Your speed increases by an amount equal to your Constitution modifier x 5. You may add your Constitution modifier to your strength checks. When you attack a creature with your Blood Talons or Draining Bite, you may choose to grapple a creature upon a hit. To escape, the creature must use its action on a contested athletics check with you, breaking free of the grapple on a success. As a bonus action on your turn, you can attempt to forcibly drain the life force of a creature you have grappled. A creature takes your constitution modifier d8 necrotic damage and you heal for half the damage dealt. You may spend additional vampiric fury to deal an additional d8 of necrotic damage per fury spent.
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