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Arch Vampire Patron

You've made a pact with a creature that exists beyond the mortal boundaries, exerting dominance over blood. For such a creature, time is but a fickle thing in the grand picture of existence. Once burdened by the shackles of mortal life, these ancient vampyrs have ascended beyond death and undeath, achieving a state of perfect attunement with the ichor invigorating all living beings. Aspiring to prefect the art of hemomancy, these otherworldly figures often employ curious and promising individuals as agents, sharing with them their mystical knowledge about the solution to the equation of life.

Expanded Spell List

At 1st level, The Arch-Vampyr 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.

Warlock LevelSpells
1stbane, blade of blood
3rdalter self, analyze blood
5thbestow curse, blood corrosion
7thdeath ward, drain vitality
9thbloodcurse, dominate person
Eldritch Drain

At first level, You may cast the Eldritch Secret granted by your patron as an action. Make a melee spell attack against a creature within 5ft of you. A creature hit by this attack roll suffers the following effects:
- Take d12 non-magical Piercing damage for each spark (2d12 with 2 sparks, 3d12 with 3 ect)
- The creature suffers a d6 penalty on the next Int, Wis, or Cha saving throw it makes.
- You may apply the effects of one eldritch invocation that effects a damage dealing cantrip.
- You gain a "Crimson Token", the rules of which are below. \/

Crimson Tokens are represented by a die equal to the creature's Hit Dice. If a creature has multiple types of Hit Dice, you gain the higher one as a Crimson Token. For example if a creature has both d6's and d10's as Hit Dice, you gain 1d10 to represent the Crimson Token. You can only have one Crimson Token from a creature at a time, and the maximum number of Crimson Tokens you can have at a time is equal to your proficiency bonus. All Crimson Tokens vanish when you finish a long rest. When you use a blood art, you can choose to expend a number of Crimson Tokens equal to the art's Hit Die cost, instead of Hit Dice.

Blood Arts

Also at 1st level, The connection with your patron provides revelations about the mystical hemomantic arts. You learn various blood arts, which are detailed below.
Some of your blood arts expend your Hit Dice, as specified in each art's description, and you can't use an art if it requires you to use a Hit Die when your Hit Dice are all expended.

With your bolstered fortitude, the maximum number of expended Hit Dice you regain at the end of a long rest increases by an amount equal to your Charisma modifier (a minimum of one additional die).

You begin with knowledge of the following blood arts and learn more as you conquer the blessing bestowed upon you.
- Crimson Malediction. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends but only once during each of your turns, immediately after you deal damage to the target with an attack (but after possibly extracting a Crimson Token from it), you can expend one Hit Die, rolling it and dealing necrotic damage to the target equal to the number rolled. Once you use this blood art, you can't use it again until you finish a short or long rest, unless you expend one Hit Die to use it again.
- Blood Siphon. When you reduce a creature with blood to 0 hit points, and you have a Crimson Token extracted from that creature, you can use your reaction to expend the Crimson Token, rolling it and regaining hit points equal to the number rolled + your warlock level.

Vampyr's Fortitude

At 6th level, You have resistance to necrotic damage. In addition, you learn the following blood art:
- Blood Mending. As a bonus action, you can mend your own wounds by expending one Hit Die. You roll the Hit Die and regain a number of hit points equal to the number rolled.

Potent Hemomancy

At 10th level, You can expend Crimson Tokens instead of Hit Dice to regain hit points during a short rest. In addition, you learn the following blood arts:
- Vampyr's Escape. When you take damage, you can use your reaction to dissolve into a pool of blood and teleport up to 60 feet to an unoccupied space you can see. Once you use this blood art, you can't use it again until you finish a short or long rest, unless you expend 4 Hit Dice to use it again.
- Blood Sight. As an action, you can expend a Crimson Token extracted from a creature to cast the scrying spell targeting that creature, without expending a spell slot or material components. For this casting of the spell, you using the Crimson Token is treated as possessing a body part of the target.

High Hemoturge

Beginning at 14th level, You no longer age, and you don't need to eat, drink or breathe. In addition, you learn the following blood arts:
- Blood Possession. As an action, choose a creature with blood that you can see within 60 feet of you. You take control of its blood, causing insides to erupt. The target must make a Constitution saving throw against your warlock spell save DC. If you have extracted a Crimson Token from the target, you can expend it as part of the action used to activate this blood art, granting the target disadvantage on its saving throw to resist the effect. The target takes 10d10 necrotic damage on a failed save, or half as much on a successful one. If the target dies after taking this damage, you regain a number of your expended Hit Dice up to the target's Constitution modifier (a minimum of one Hit Die). Once you use this blood art, you can't use it again until you finsih a long rest.


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