Base Class: Warlock
The Vampire
Your patron is an ancient Vampire of terrible power, a being that has long since discarded their humanity, and embraced it’s eternal hunger. The desires and fixations of Vampires differ greatly, often based upon the attachments they held in their previous life, now corrupted by undeath. Some may lash out in spiteful revenge or jealousy, while others seek out possessions, objects and people that fascinate them. Your power may come from a direct link with a Vampire, such as having been bitten by one, or having previously being enthralled by one, or your pact could come in the form of powers bestowed upon you by one, having been tasked with acting as a day-walking servant for your undead master.
Optional Rule: Blood Thirsty
Your patron lends you power for you to enact on their behalf, but they also use you to feed on, drawing out a small amount of your life force gradually over time to sustain themselves. This in return taints you, leaving you with a craving for blood. At the end of a long rest, if you have not used your Vampire Bite feature since the previous long rest you took, your hit point maximum decreases by a number equal to half your warlock level. Once you use the feature, your hit point maximum returns to its full value, (unless has been reduced by some other means). If your hit point maximum reaches 0 in this way, you die, and if your remains are not destroyed or sanctified before the next sunset, you arise as a Vampire Spawn, under the control of your patron.
Expanded Spell List
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

Vampire Bite
1st-level Vampire feature
At 1st level, the connection to your patron has given you a taste for blood. As a bonus action, you can make a melee spell attack using your Warlock spell attack bonus against a creature within 5 feet of you. This attack is made with advantage if the target is grappled or incapacitated. On a hit, the creature takes 1d4 necrotic damage, and you regain hit points equal to half that amount (minimum of 1). You add your Charisma modifier to the damage roll of this attack, provided you are not in direct sunlight or running water. Additionally, when you hit with this attack, you can also choose one of the following effects:
Bloody Nourishment. The blood you drain from the target briefly bolsters you. You have advantage on the next attack roll, ability check or saving throw you make within 10 minutes.
Withering Wound. The creature you feed on is left debilitated by your bite. The target has disadvantage on attack rolls or ability checks until the start of your next turn.
Lingering Mark. For the next hour, if the target creature is within 1000 feet of you, you know how far away it is, it’s direction from you, and you can sense it’s current emotional state.
Horrifying Assault. The target and any of it’s allies within 15 feet of you that can see you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you until the end of your next turn.
Once you successfully hit a creature with this attack, you can't use it again until you finish a short or long rest.
The damage die of this attack increase as you level up, to 2d4 at 5th level, 3d4 at 11th level, and 4d4 and 17th level.
Enthralling Visage
6th-level Vampire feature
At 6th level, you gain a beautiful, beguiling form. As an action on your turn, target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Vampire Bite attack.
Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until you are incapacitate, are on a different plane of existence than the target, or you take a bonus action to end the effect.
Once you use this feature, you can't use it again until you finish a short or long rest.
Unholy Fortitude
10th-level Vampire feature
At 10th level, the vampiric influence on your body fills you preternatural endurance. You gain resistance to necrotic damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks. In addition, when you are not wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Vampiric Regeneration
14th-level Vampire feature
Starting at 14th level, your unnatural power lets you recover from almost any injury. You regain a number of hit points at the start of your turn equal to half your warlock level, if you have at least 1 hit point and are not in sunlight or running water. If you take radiant damage, this trait doesn't function at the start of your next turn.
Previous Versions
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