Base Class: Warlock
Like you patron your abilities are are vampire-ish in nature BUT you are not a vampire. Yet....
Expanded Spell List
The Fiend 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Vampiric Traits
Starting at first level, your body has subtly altered itself to accommodate the magicks of your new master. Your front teeth have sharpened to the point of resembling fangs. When you take the attack action on your turn, you may attempt a bite attack; treat this as a natural weapon that you are proficient with. If successful, deal 1d6 + half your Warlock level rounded down (minimum of 1) piercing damage and you gain an amount of temporary hit points equal to the amount of damage dealt.
Vampiric Magicks
Starting at 6th level, your vampiric powers have matured to the point of offering you control over other people. You may target one humanoid you can see within 30ft of you. If the
target can see you, they must succeed on a Wisdom saving throw or be charmed. The DC for this charm equals 8+ proficiency bonus + Charisma modifier. The charmed target
regards you as a trusted friend to be heeded and protected. The target isn’t under your control, but it takes your requests and actions in the most favorable way and lets you bite it.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for one hour or
until you are killed, on a different plane of existence than the target, or take a bonus action to end the effect. Additionally, you gain the Spider Climb feat. You can climb difficult
surfaces, including upside down on ceilings, without having to make an ability check. To compensate for the increase of your vampiric powers, you gain the following flaws: Harmed by
Running Water: you take 20 acid damage if you end your turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into your heart while you are unconscious and/or incapacitated, you are paralyzed until the stake is removed.
Shapechanger
Starting at 10th level, as long as you are not in sunlight and running water you can use your action to polymorph into a tiny bat, cloud of mist, or back into your true form. While in
bat form, you may not speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if your health drops to 0. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless and have a flying speed of 20 feet, can hover, and can enter a hostile creatures space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all non-magical damage. You can
only use this ability twice per rest.
Children of the Night
Starting at 14th level, you gain Children of the Night (1/day): You call 2d4 swarms of bats or rats, provided the sun isn’t up. The called creatures arrive in 1d4 rounds, acting as your allies
and obeying your spoken commands. The beasts remain for 1 hour, until you are incapacitated, or until you dismiss them.
Comments