Base Class: Warlock
"I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever."
Your patron is the legendary vampire lord Strahd von Zarovich. He has chosen you as his conduit on the material plane due to your desire for power and affinity for evil. The pact which you have agreed to stipulates that Strahd can use your eyes as his own, freely. In exchange, he has promised you great power and the possibility of everlasting life.
Strahd believes that the key to his escaping Barovia lies in finding someone worthy to rule in his stead, but his arrogance is so indomitable that no one is ever good enough in his eyes. In addition to being his eyes in the material plane he has made you aware that eventually he will need you to help bring him back into the material plane. He desires a return to the real world and seems to have plans to do just that, involving you.
Expanded Spell List
The Devil Strahd 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
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1st |
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2nd |
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3rd |
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4th |
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5th |
Traits of the Vampire
Starting at first level, Strahd's curse has bled into your essence. Your front teeth have sharpened to the point of resembling fangs (you may choose which teeth and how many, but at least two). You now have deadly fangs as a natural weapon with which you are proficient. This natural weapon deals 1d6 piercing damage on a hit.
Once per short or long rest as an action, you can make a melee weapon attack against a creature that is incapacitated, restrained, or grappled by you. On a hit, you deal normal damage with your natural weapon plus additional necrotic damage equal to 2d6 + your Charisma modifier. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and you regain hit points equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. The target dies if its maximum hit points are reduced to 0.
Vampiric Transfiguration
Starting at 6th level, you begin to take on more vampiric features as Strahd imparts new abilities unto you. You now can climb difficult surfaces including upside down on ceilings, without needing to make an ability check. In addition, you can cast the spell charm person as an action without expending a spell slot.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampiric Regeneration and Resilience
Starting at 10th level, you gain the ability to regenerate hit points equal to 1d6 + your constitution modifier at the start of each of your turns. In addition, you are resistant to necrotic damage and also gain darkvision of 60ft unless you already have that feature or something better. If you take any radiant damage or come in contact with holy water, this effect does not work. Also, you now have sensitivity to sunlight and any attacks or ability checks done while exposed to sunlight will have disadvantage.
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.
In addition, you gain the following traits:
Hunger for Blood. You now have a ravenous hunger for blood. Anytime you eat food you find it repulsive unless it has significant amount of raw blood. Raw meat is palatable to you, and you can gain adequate nutrition from simply drinking raw blood from any humanoid, beast, animal, giant, and most monstrosities.
Eternal Life. You no longer age like a normal member of your race and from this point on your appearance remains mostly the same for the rest of your life unless your pact with Strahd is broken or some other spell, ability, or activity changes this.
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