Vampire Knight

Vampire Knight Features

Warlock level Feature 1st Expanded Spell list, Crimson Knight, Vampire Bite 6th Vampire Swarm 10th Vampire Glamour 14th Vampire Flight

Expanded Spell List

The Vampire Knight 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.

Vampire Knight Expanded Spell List

Spell Level Spells 1st Compelled Duel, Inflict Wounds 2nd Find Steed, Phantasmal Force 3rd Animate Dead, Enemies Abound 4th Find Greater Steed, Phantasmal Killer 5th Geas, Steel Wind Strike

Crimson Knight

Starting at 1st level, You in the service of your vampire lord have trained in the art of combat and been infused with a dark essence granting several vampire traits. You gain proficiency with medium armour, heavy armour, shields, and martial weapons. You gain darkvision up to 120 feet and resistance to necrotic damage, in addition you gain the sunlight sensitivity racial trait; You have disadvantage on attack rolls and on Wisdom (perception) checks that rely on sight when you, and the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampire Bite

At 1st level, You can as an action make a special bite attack. This attack is an unarmed strike that deals 1d12 necrotic damage. This damage increases by 1d12 at 5th level (2d12),11th (3d12), and 17th (4d12). On a successful hit, you gain a number of temporary hit points equal to your level + your charisma modifier. Once you use this feature, you can't use it again until you finish a short or long rest.

Vampire Swarm

Starting at 6th level, when you are the target of an attack you can as a reaction take on the illusionary appearence of a swarm of bats; you take on this appearance until the begining of your next turn. Whilst you've taken on this appearance attacks made against you, including the triggering attack, are made with disadvantage. When an attack made against you misses, you may fly up to 10 feet away; this movement doesn't provoke attacks of oppotunity.

Once you use this feature, you can't use it again until you finish a short or long rest.

Vampire Glamour

Starting at 10th level, You can harness an otherworldly vissage that you are able to use to magically manipulate the feelings of others. As an action, you can target 1 non hostile creature within 30 feet that can see and/or hear you. The target must make a wisdom save against your spell save DC, on a failed save the target is charmed by you for the next hour, or until you or your companions do anything harmful to it. Once you use this feature, you can't use it again until you finish a short or long rest.

Whilst a creature is charmed by you, you may as an action cast the Command spell on it without expending a spell slot, and the target has dissadvantage on the savingthrow against the spell. If the target succeeds on either of these saving throws the target has no hint that your tried to charm or cast a spell on it.

Vampire Flight

Starting at 14th level, As either a reaction whilst falling or a bonus action, you may manifest a pair of giant phantasmal bat wings that last for 1 hour and grant you a fly speed of 60 feet. In addition, whilst these wings are manifested, and when you use your vampire swarm feature; and an attack made against you misses, you may move fly up to 30 feet away instead of 10.

Once you use this feature, you can't use it again until you finish a short or long rest.