Class Features

Warlock Patron: The Nightwalker

Your Patron is a legendary creature of the night. They are an ancient and powerful vampire that has unlocked the secrets necessary to offer some of their unholy power to ones who would serve them. Most of the Nightwalker's servants do so as vampire spawn; they gain the full power of vampirism, but the price is their life, and eternal servitude to their master under the shroud of undeath. You, however, the Nightwalker has taken special interest in, and shares a fraction of their power free of restriction. All they ask for is your loyalty, to whatever end.

Strahd von Zarovich is one such Nightwalker, and the first, according to some scholars.

Nightwalker Expanded Spells

The Nightwalker 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 Level Spells 1st charm person, inflict wounds 2nd invisibility, suggestion 3rd gaseous form, vampiric touch 4th greater invisibility, phantasmal killer 5th dominate person, modify memory

Vampiric Essence

Starting at first level, your patron shares with you some of their charm and physical prowess. Your proficiency bonus is doubled for any Charisma check that lets you add your proficency bonus.

Also, you gain resistance to necrotic damage, and your Strength, Dexterity, and Constitution scores become 8 + your proficiency bonus, unless they are already higher. These scores increase as your proficiency bonus increases, but spells and magical effects that would reduce these scores affect you as normal.

Night's Allure

At 6th level, you gain access to your patron's bewitching gaze.

As an action, choose one humanoid within 30ft of you. That creature must succeed on a Charisma saving throw versus your Spell DC, which it does with advantage if you or your companions are fighting it. On a failed save, the creature is charmed by you and regards you as a trusted friend to be heeded and protected. If you or your companions do anything harmful to the target, it can repeat it's saving throw.

The target remains charmed for 24 hours or until you die, are on a different plane of existence, or you choose to end it as a bonus action. You may only have one creature charmed in this way. Once you use this feature you cannot use it again until you finish a short or long rest.

Life Drain

At 10th level, you gain the power to drain the vitality of a creature with but a touch, and make it your own. As an action, make a melee spell attack. The target must make a Constitiution saving throw. On a failed save, the creature takes 8d8 necrotic damage and is stunned for 1 round. On a success, the creature takes half damage and is not stunned. You gain temporary hit points equal to the damage dealt.

This damage reduces a target's hit point maximum by an equal amount until they finish a long rest. A creature charmed by you takes maximum damage. Once you use this feature, you cannot use it again until you finish a short or long rest.

Unholy Regeneration

At 14th level, the Nightwalker grants you their regenerative power. You regain 1 hit point at the start of each of your turns, provided you have at least 1 hit point, are not in direct sunlight or running water.

Optional: Nightwalker Quirks Making a pact with a vampire sometimes takes it's toll on a creature, and has it's side effects. As an optional way to add more flavor to your character, you can pick from or roll on the following table of quirks associated with Nightwalker Warlocks.