Ancient Vampire

Whether by choice or against your will, you are in the service of an Ancient Vampire. For reasons that may or may not be known to you, you have been spared the fate of a vampire spawn, instead being granted a portion of your patron's power while retaining your independence. Perhaps your patron requires a daywalker, a servant who can walk under the sun, or perhaps an ancestor performed a service and earned a debt of gratitude. Whatever the reason, your patron will inevitably require recompense for their generosity.

Expanded Spell List

The Ancient Vampire 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.

Ancient Vampire Expanded Spells

Spell Level Spells 1st fog cloud, sleep 2nd detect thoughts, silence 3rd bestow curse, haste 4th compulsion, locate creature 5th geas, modify memory

Detect Life

Starting at 1st level, you can use your action to sense the presence of life within 30 feet of you for up to one minute or until you end it as a bonus action. This feature requires concentration, with the same restrictions as a concentration spell. If you sense life in this way, you see a faint aura around any living creature in the area that has blood in its veins. You cannot sense bloodless creatures, such as undead, constructs, oozes, or elementals.

You can sense life through most barriers, but this feature is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this ability a number of times equal to your Charisma modifier. You regain all charges after you finish a long rest.

Unholy Reserves

Starting at 6th level, you can use your bonus action to call upon your master's power and temporarily enhance your physical abilities. Choose Strength or Dexterity. Until the end of your next turn, your ability score modifier for the chosen ability increases to +4. If it is already 4 or higher, increase the modifier by 1. For the duration, all ability checks, saving throws, attack, and damage rolls that utilize the chosen ability are made with the new modifier.

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

Vampiric Essence

Your patron has imbued you with enough of their power to alter your physical essence. Starting at 10th level, you gain resistance to piercing, slashing, and bludgeoning damage. Silvered and magical weapons ignore this resistance, and holy water now harms you as if you were undead.









Creatures of the Night

By this point in your service, your patron has gifted you a significant amount of his or her power, creating an intangible resemblance that Beasts can detect and respond to. Beginning at 14th level, you can use your likeness to your master to summon his or her minions to your aid. As an action, you can magically call 2d4 swarms of bats or rats, provided that the sun isn't up. While in the wilderness, you can call 3d6 wolves instead.

Roll initiative for the summoned creatures as a group. The creatures act as your and your companions' allies, and they obey your spoken commands. The Beasts remain for 1 hour, until you die, or until you dismiss them as a Bonus Action.

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





Vampire Thrall Quirks

d6 Quirk 1 Some days, you wake with the taste of blood in your mouth. Your patron had a successful hunt. 2 Your skin is icy cold to the touch. 3 Dogs whimper, growl, or cower when you are near. 4 You get sunburned easily. 5 You have an instinctual aversion to holy symbols and running water. 6 Your eye color desaturates at dawn, but the color returns at dusk.

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