The Bloodbond

Immortality always comes at a price. Your patron is an ancient vampire with power far outstriping the lesser of their kind. Though their dark reach is far, all vampires have certain ancient weaknesses. Which is where you come in. In exchange for protecting their resting place during the day, or running errands for them past running water, you are granted a taste of their powerfull vitae. Perhaps you wish to join the ranks of the undead yourself someday. Perhaps the vampire has fooled you into thinking that you two are bound up in a love story for the ages. Perhaps you are merely weak willed and easily bow to authority. Whatever the case, their blood now runs through your beating heart. This intoxicating batism into night leaves your will, and indeed your very essence, bonded to your vampiric master. Vampires with blood potent enough to grant spells include Strahd von Zarovich; Vlad Dracula; Carmilla Karnstien; and other vampires with regional effects.

Expanded Spell List

The Bloodbond 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

Bloodbond Spell List

Spell Level Spells 1st Fog Cloud, False Life 2nd Warding Bond, Spiderclimb 3rd Life Transferance, Conjure Animals 4th Polymorph, Stoneskin 5th Dominate Person, Hallow

Bloodhound

Starting at 1st level your patron lends you their enhanced senses so you may help them hunt. As an action, you can make a Wisom (Perception) check against a creature you can see or smell within 30 feet of you contested by the target's Charisma (Deception) check. If the creature does not percieve you it automatically fails. If you succeed you learn the creature's type or types, if it is above or below half of its hitpoint maximum, and if it is currently suffering from any major injuries such as open cuts or broken bones.

If you manage to taste a sample of the creatures blood you gain aditional insights. You learn the its hit point maximum, any damage immunities or vulnerabilities it may have, and any diseases or curses its currently suffering from. In addition you gain advantage on Wisdom (Survival) checks to track the creature as you follow the scent of its blood.

Living Amongst the Dead

Starting at 6th level your time spent in servitude had inured you to the unpleasant realities of undeath. Whenever you take necrotic damage you may choose to be resistant to it and whenever a creature deals piercing, slashing, or necrotic damage to you, you can use your reaction to grant one creature you can see temporary hitpoints equal to your charisma modifier.

Credit: Murat Gul

Willing Sacrafice

Starting at 10th level, your devotion to your cruel master becomes so fanatical it begins to override your self-preservation. When a creature you can see drops to zero hitpoints, you can use your reaction to cast the spell Life Transferance on yourself as a third level spell, without expending a warlock spell slot. When cast this way the spell's range changes to 120 feet and its damage type changes to slashing.

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

The Blood is the Life

Starting at 14th level you can activate built up reserves of your master's blood to more fully take on the aspect of a vampire. As a bonus action, you may enter a state of bloodlust for one minute or until you take radiant damage. Until the bloodlust ends you gain the following features:

You regain hit points at the start of each turn equal to half your warlock level (rounded down)

You gain resistance to bludgeoning, piercing, and slashing from nonmagical Weapons

You gain darkvision with a range of 120 feet

As an action you may make a melee spell attack against a creature dealing 1d6 piercing damage on a hit. If the target creature has blood (or at least something roughly aproximating it) you may then deal 3d6 necrotic damage to it. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regains hit points equal to half that amount.

While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. You also cannot regain hitpoints from your warlock spells or class features.

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