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The First Vampire

The First Vampire still exists, somewhere in the universe. It has been hiding in a place without the sun and gathering its powers for eons. For some reason, it decided to bestow vampiric powers upon you. You may have helped one of its minions once or you may have been rewarded thanks to a deed one of your ancestors has done for The First Vampire. Whatever the reason was, you are chosen to conduct businesses in the daylight for the one, true owner of the night.

Expanded Spell List

The First 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.

Spell LevelSpells
1stFalse life, Blood spear
2ndGentle repose, Suggestion
3rdBestow curse, Phantom steed
4thPhantasmal killer, Protection for light
5thBoiling blood, Taste of blood
Crimson Offering

When you choose to make a deal with The First Vampire at 1st level, you learn to offer your blood to your patron for the sake of empowerment. Whenever you cast a spell or use an invocation, you can choose to deal 1d4 damage to yourself. If you do, The First Vampire receives the spilled blood and in return, you increase the DC of your spell or invocation by 1. You cannot lower the damage you deal to yourself by any means.

You can choose to deal 1d6 damage to yourself at 6th level and 1d8 damage at 10th level. In return, you can increase your DC for that spell or invocation by 1 more, both times.

Additionally, you can use your bonus action to regain an expended spell slot by reducing your hit point maximum by 1d8 for each level of the spell slot. This reduction lasts until you finish a long rest.

Sense Life

Starting at 1st level, you sense the presence of life within 30 feet of you. If you sense life in this way, you can use your action to see the faint aura around any visible creature.

This feature can penetrate most barriers, but it is blocked by 2 feet of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of wood or dirt.

You can only sense creatures that have blood. You cannot sense constructs, elementals (except blood elementals), oozes, plants and the undead (except vampires).

Life Stealing Magic

Starting at 6th level, you can steal life from your targets using your spells, just as vampires drain their victims of blood. When you cast a spell that deals damage, you can choose to deal an extra (2d6) necrotic damage. Your spell comes to life with crimson-colored energy.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage you dealt to it and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest.

You can use this feature a number of times equal to your Charisma modifier (minimum once), you regain any expended uses after you finish a long rest.

Shape of The Night

Starting at 10th level, while you aren’t in sunlight or in running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist, or to transform back into your normal form.

While in bat form, you can’t speak, your base 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 normal form if you die.

While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stay there. Additionally, if air can pass through a space, you can also pass through it without squeezing, but you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage.

You can use this feature a number of times equal to your Charisma modifier (minimum once), you regain any expended uses after you finish a long rest.

Vampiric Minion

Starting at 14th level, you can use your entire turn to summon a vampire spawn of your patron by reducing your hit point maximum by 5d8. This reduction lasts until you finish a long rest.

Your blood spills to the ground and the creature shapes itself from the blood in a space within 15 feet of you. The creature stays with you for 10 minutes and then perishes, turning back into blood. It obeys all of your commands, except for those that would clash with your patron’s agenda (at the Game Master’s discretion).

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