Base Class: Warlock
From the likes of Dracula to Count Strahd, vampiric patrons are infamous and incredibly powerful. You have made a pact with such a vampire, and that patron has granted you the strength of the curse that flows through their blood.
Expanded Spell List
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
|
Spell Level |
Spells |
|
1st |
Command, False Life |
|
2nd |
Alter Self, Beast Sense |
|
3rd |
Conjure Animals, Fast Friends |
|
4th |
Compulsion, Polymorph |
|
5th |
Dominate Person, Geas |
Shadow in the Night
Starting at 1st level, you begin to take on the traits of a vampire’s thrall. You gain the following benefits:
- You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- You learn the Primal Savagery cantrip. It counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known. In addition, whenever you cast the Primal Savagery cantrip, you can deal necrotic damage instead of acid damage.
- As an action, you can make a Bite attack against a creature within 5 feet of you. Your Bite attack is considered an unarmed attack with the finesse property that deals 1d6 piercing damage on a hit. If you deal damage to the target, you gain a hit die equal to the hit die of the target. This hit die disappears if you use it, or after a long rest. Making a Bite attack against a creature charmed by you doesn’t break the charm or allow the creature to make a saving throw to end the charm. You can use your Bite attack a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
Blood of the Undead
At 6th level, your patron furthers the blood curse they placed on you. You become resistant to necrotic damage, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Misty Escape
Starting at 6th level, when you are reduced to 0 hit points, you turn into a cloud of mist instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you fall unconscious as normal.
While in mist form, you can’t take any actions, speak, or manipulate objects. You are immune to all nonmagical damage, you are weightless, you have a flying speed of 10 feet, and you can pass through any space air can without squeezing. Otherwise, you still count as dying, and must make death saving throws as normal. You return to your normal form if you stabilise or if you die.
Once you transform into mist in this way, you can’t use this feature again until you finish a long rest.
Natural Shapechanger
At 10th level, the vampiric curse strengthens your ability to change your form. You can cast one of the following spells on yourself without using a spell slot or requiring concentration: Spider Climb, Alter Self, Gaseous Form, or Polymorph. If you cast Spider Climb in this way, the duration is 8 hours. If you cast Polymorph in this way, you can only transform into a bat, but you maintain your mental statistics. Once you use this feature to cast one of these spells without concentration, you can’t use this feature again until you finish a long rest.
Vampiric Endurance
Starting at 10th level, the baneful vigour of your vampire patron begins to seep into you as their curse develops. You can choose one saving throw when you finish a short or long rest. You gain a bonus to that saving throw equal to your Charisma modifier until you choose a different one with this feature.
In addition, you become immune to necrotic damage, and for every 10 years that pass, your body ages only 1 year, you don’t suffer the drawbacks of old age, and you can’t be aged magically.
Master of Thralls
At 14th level, your vampiric curse matures fully, improving your ability to influence the minds of others. Whenever you cast a spell that charms a creature, you can choose one of the following effects to impart on that spell:
Agonizing Charm. If the charm effect ends on a creature before the spell’s duration is completed, the creature is hit by a wave of psychic feedback, and it takes a number of d6s equal to half your proficiency bonus (rounded up) of psychic damage.
Devious Charm. If a spell you cast that charms a creature would end early because of an action you take, such as being hostile or harmful to that creature, you can make a Charisma check (DC 12 + the CR or level of the creature) to maintain the charm effect.
Rooted Charm. Whenever a creature charmed by your spell makes a saving throw to end the effect, it has disadvantage on the saving throw.
Sustained Charm. The duration of the spell is doubled.
Vanishing Charm. When the spell ends, the creature must succeed on a Wisdom saving throw against your spell save DC to remember that it was charmed by you.
Previous Versions
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7/27/2021 9:01:08 PM
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3
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8
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Coming Soon
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