Vampire Knight

Vampire Knight Features

Warlock level Feature 1st Expanded Spell list, Hex Warrior, Vampiric Essence 6th Crimson Knight 10th Nightswarm 14th 9

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, I nflict Wounds 2nd Gentle Repose, Phantasmal Force 3rd Animate Dead, Speak with Dead 4th Compulsion, Phantasmal Killer 5th Geas, Legend Lore

Hex Warrior

Starting at 1st level, You like the hexblade have trained in the art of combat. You gain proficiency with medium armour, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whevever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two handed weapon property. When you attack with that weapon, you can use you Charisma modifier, instead of Strengh or Dexterty, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benifit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Vampiric Essence

Starting at 1st level, Your vampiric nature has altered your natural form. You gain darkvision up to 120 feet, the Sunlight Sensitivity racial trait and resistance to necrotic damage.

Crimson Knight

Beguinning at 6th level, on your turn when you cast a cantrip with a casting time of 1 action that also requires a weapon as a material component; you may cast it again as a bonus action.

Nightswarm

Starting at 10th level, when you are the target of an attack you can as a reaction take on the illusionary appearence of a swarm of bats until the start of your next turn. Until the beggining of your next turn you gain the following abilities.

Attacks made against you are made with disadvantage.

You gain a flight speed equal to your movement speed.

When an attack is made against you and misses, you may fly a distance equal to your movement speed and this movement doesn't provoke attacks of oppotunity.

You may use this ability a number of times equal to your Charisma modifier. You regain all uses of this feature when you finish a Short or Long Rest.

Vampiric Resistance

Starting at 14th level, you become immune to necrotic damage. You also regain a number of hit points equal to your charisma modifier (minimum of 1) at the start of your turn if you have at least 1 hit point and aren't in sunlight. If you take radiant damage, or damage from holy water, this feature doesn't function at the start of your next turn.