View Full Version : D&D 5e/Next The Sire - Vampiric Warlock Patron (PEACH)

2018-12-05, 11:38 AM
The Sire

You have been bitten by a vampire intent on siring, and turned into one yourself. As you gain levels in this class, you greater succumb to the hunger that besets you and increase the power of your vampiric abilities.

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Expanded Spell List
The following spells are added to the warlock spell list for you

Spell Level

False Life, Sleep

Blur, Silence

Animate Dead, Bestow Curse

Dominate Beast, Locate Creature

Telekinesis, Geas

Curse of Fangs
Starting at 1st level, you have become a vampire. You grow fangs that act as natural finesse weapon with which you are proficient. You can use either a bonus action or action to bite a creature within melee range for 1d4 piercing damage. This increases to 1d6 at warlock level 5, 1d8 at warlock level 10, and 1d10 at level 15.

Starting at 6th level, You learn the Vampiric Touch spell and can cast it once per short rest without expending a spell slot or requiring concentration. It doesn't count towards your spells known. You also gain abilities based on your Pact Boon:

Blade - Whenever you deal damage with your fangs, you gain THP equal to half your warlock level. In addition, you gain the Lifedrinker invocation, and your fangs count as your pact weapon for the effect of the ability. It doesn't count towards the number of invocations known, and cannot be swapped when you gain a level in this class.
Tome - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your Eldritch Blast rolls. When you score a critical hit with your eldritch blast cantrip or fangs, you may immediately expend a hit die to regain hit points equal to your roll + Constitution Modifier (minimum 1). In addition, you gain the Ascendant Step invocation. It doesn't count towards the number of invocations known, and cannot be swapped when you gain a level in this class.
Chain - As an action, you can merge with your familiar. While merged, you have the size and speed of your familiar while keeping your attacks and action options. You choose whether your equipment falls to the ground in your space or merges into your new form, You can end the merge as a bonus action, and the merge is immediately ended when the familiar drops to 0 hit points. In addition, your familiar can attack on it's turn, without you forgoing an attack.

Vampiric Physique
Starting at 10th level, you have resistance to necrotic and psychic damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks. While in sunlight or running water, you are vulnerable to fire and radiant damage, or damage dealt by weapons completely made of wood. In addition, when you are within 100 feet of a bloodied creature, you have advantage on initiative and attack rolls. Bloodied creatures are those that are actively bleeding or those at half health or lower. You always know if a creature you can see is bloodied.

Extend the Bloodline
At 14th level, you can use your reaction to bite a living humanoid that was reduced to 0 HP. That creature drops to 1 hit point instead, and is charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed, or until you use this feature again. In addition to the charm, this creature is cursed with vampirism, and gains your Curse of Fangs feature, and you can communicate telepathically with the charmed creature as long as the two of you are within 1000 feet.

Let me know what you think!


Curse of Fangs uses monk-esque scaling, and was intended as allowing all classes to have a dual-wielding-esque second attack.
Shadowcloak is a terrible name for the 6th level feature, help pls.
Yes, all of the 6th level abilities grant invocations before they're normally available. That is intended.
The Vampiric Physique is inspired by the Resistances and Vampire Weaknesses from the NPCs, but not verbatim because it is really long and specific.
Extend the bloodline is a way for you to make more vampires, but you only charm one at a time. It's based off of the GOO capstone, but more violent.