Pact of the Vampire (5e Subclass)
Path of the Vampire[edit]
Warlock Subclass
It seems, due to extenuating circumstances you've gained access to this path; whether this be due to a curse, magic gone wrong, a god, or an unfortunate/fortunate encounter with another Vampire, etc. At the 1st level your bloodlust has awoken within you, placing you upon this path. Is it a curse or is it a blessing? Only time can tell along this windy road of life and death. You now stand as a walking paradox over the tightrope, living yet dead; dead but alive.
Your character is unchanged personality wised except for a slight numbness to your emotions. As an undead you now have a subconscious fear of light, preferring to stay in-doors during the day and staying away from that which is considered holy and sacred.
Beware, your eyes glow red when in tense situations regardless your original eye color. Most people fear and hate vampires, being seen as an abomination and spawn of evil powers. Keep your blood lust in check and lay low, for those that know may attack you on sight. Use all that is in your arsenal and survive until you become strong enough to rule them all.
Recommended Pact Boon: The Pact of the Blood is a boon specific tailored for this class, with invocations that complement this class theme.
Expanded Spell List[edit]
Spell Level | Spells |
---|---|
1st | command, false life |
2nd | blur, pass without trace |
3rd | bestow curse, haste, |
4th | dominate beast, polymorph |
5th | dominate person, modify memory |
Bond of the Familiar[edit]
Starting at 1st level, you pass through a ritual were your blood and the blood of your patron are linked, which turns you into its vampiric familiar, granting you some of the powers of a vampire, and some of its weaknesses. You gain the following traits:
- Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Radiance Vulnerability. You develop vulnerability to radiant damage.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you are already capable of seeing in darkness, your darkvision increases in 30 feet.
- Predator Senses. Your senses become enhanced like those of a beast. You gain advantage on your Wisdom (Perception) checks that rely on sound or smell.
- Natural Weapons. Your unarmed strikes are more lethal than regular strikes. You can use your Charisma modifier for attacks and damage rolls with them, instead of Strength. In addition, you can choose to deal bludgeoning, piercing (bite) or slashing (claws) damage with them.
Blood Magic[edit]
Starting at 1st level, you gain the ability to use your own eldritch blood to draw arcane powers and cast spells. You can spend 13 hit points per level of the spell, to cast any spell you know, without spending spell slots. The maximum level of the spells cast equals your Pact Spell Slot level.
Spells cast using this feature will have their effects generated from blood. An armor of agathys will be an armor made out of pure blood, for example. Any damage caused by these spells becomes slashing, rather than its usual damage type.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Undying Metabolism[edit]
At 6th level, your body starts to slowly assume the characteristics of an undead, as you reach one step closer to your vampiric ascension.
In addition, you no longer need to sleep, eat, drink or breathe, and you only age 1 year for each 10 passed years.
Undead Nature[edit]
Beginning at the 10th level, your vampiric body strengthens giving you endurance to poison and diseases. You are now immune to poison and disease, and to the poisoned condition.
In addition, your creature type becomes undead.
Vampire Lord[edit]
At 14th level, you have been fully turned into your vampire self. Your creature type changes to undead, and you gain the following benefits:
- Whenever you cast a warlock or pact of the vampire spell of 2nd-level or lower, using hit points, targeting yourself, you don't spend uses of your Blood Magic feature.
- You can sprout leathery vampiric wings from your back using a bonus action. Doing so spends one use of your Blood Magic feature. You can fly with a speed equal to your movement speed for 1 minute.
- You take radiant damage equal to your level when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- You take acid damage equal to your level if you end your turn in running water.
Back to Main Page → 5e Homebrew → Character Options → Subclasses