The Vampire Lord

Otherworldly Patron Option





You have made a pact with a High Vampire, a powerful being of the Shadowfell. Such beings see mortals as playthings for their own entertainment. They feed off lower beings like cattle, while maintaining a noble and high society lifestyle. Occasionally these creatures of the night take interest in a mortal and offer it a path to immortality and endless hedonism. Vampires powerful enough to offer this gift include creatures such as Strahd Von Zarovich, Nosferatus, Edgar Markov, and Lady Carmilla.

Expanded Spell List

The Vampire Lord 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 Lord Expanded Spells

Spell Level Spells 1st Fog Cloud, False Life 2nd Blur, Levitate 3rd Blink, Clairvoyance 4th Black Tentacles, Phantasmal Killer 5th Mislead, Telekinesis

Feed Upon

Starting at 1st level, as an action on your turn you can make a melee spell attack against a humanoid creature you choose. If the attack hits, that creature takes 1d4 + your charisma modifier necrotic damage and you gain that many hit points up to your maximum hit points.

Once you use this ability you cannot use it again until you finish a short or long rest. The die becomes 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Cloud of Bats

Starting at 6th level, as a bonus action on your turn you can magically assume the form of a Swarm of Bats for up to 1 minute . Your mental Ability Scores remain the same, but you cannot cast spells until the effect has ended. If your hit points while in bat form are reduced to zero, the effect ends.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Vampiric Nature

Starting at 10th level, you gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You become undetectable by Divination magic and your reflection does not appear in mirrors. You also gain Sunlight Sensitivity if you did not already have it.





Call of the Night

Starting at 14th level, as an action on your turn you can choose up to 4 incapacitated creatures within 30 feet of you. Those creatures gain 2d10 + your charisma modifier Temporary Hit Points and become friendly to you and your companions. They obey any verbal commands you issue to them. This effect lasts for 1 minute, after which the creatures lose any of the remaining Temporary Hit Points and become hostile toward you.

Once you use this feature, you can’t use it again until you finish a Long Rest.



Image Credit: Felix Ortiz https://www.artstation.com/felixortiz