Warlock: The Vampyre
A homebrew warlock subclass by DragonZaid.
Your patron is an ancient being from Vampyrium, one of the oldest worlds created by the Elder Gods. This immortal creature possesses immense physical and magical power far beyond that of even the most powerful turned Vampyres, such as vyrewatch and vyrelords. It may be motivated by a variety of goals depending on its personality and allegiance, perhaps even hiding its true intentions behind a web of lies and misdirection in an attempt to secure its current status. Your patron may desire for its subjects to bring destruction or misfortune upon followers of Zaros, Zamorak, or Saradomin—three adversaries of vampyric rulers at different times through the ages—it may wish for you to advance complex schemes to advance its own status or power, possibly extending well beyond your lifetime, or it may simply be toying with you, its food. Beings of this sort include true Vampyres such as Lowerniel Drakan, his siblings Ranis and Vanescula, high ranking members of other royal houses of Vampyrium, and other particularly powerful vampyric creatures.
Expanded Spell List
The Vampyre 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.
Vampyre Spells
| Spell Level | Spells |
|---|---|
| 1st | disguise self, inflict wounds |
| 2nd | pass without trace, suggestion |
| 3rd | animate dead, bestow curse |
| 4th | death ward, polymorph |
| 5th | contagion, dominate person |
Beguiler
At 1st level, when you cast an enchantment spell and all targets of the spell succeed on their saving throws, you can regain the spell slot used to cast it. Once you use this feature, you can't use it again until you finish a long rest.
Life Drain
Also at 1st level, you can use your magic to siphon the life of others. When you damage a creature with a melee attack or necrotic damage, you can gain 1d8 hit points. You can use this feature twice, regaining all uses after you finish a long rest.
The number of hit points you regain from this feature increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at
14th level.
Misty Escape
At 6th level, you've learned to alter your form to attempt to escape death. When you are reduced to 0 hit points and not killed outright, you can transform into a cloud of mist instead of falling unconscious. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. You transform back into your normal form at the end of your next turn or if you take any damage, becoming unconscious and stable. Once you use this feature, you can’t use it again until you finish a long rest.
Vampyric Precognition
At 10th level, you've inherited the ability to telepathically read your opponents' actions in order to mitigate them, just as your Vyre patron can. When you are hit with an attack or fail a saving throw imposed by a creature you can see, you can use your reaction to add your proficiency bonus to your AC or saving throw, potentially changing the result of the roll. If your proficiency bonus was already included in such a saving throw, you double it instead.
Form of the Vyre
At 14th level, you can take on the form of a Vampyre for a short time using a bonus action. The transformation lasts for 1 minute and ends early if you become unconscious or choose to end it using a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. While transformed, you take on the appearance of a Vampyre, with pale skin, bat-like wings, and sharp teeth, and you gain the following features:
- You have a flying speed of 50 feet.
- You grow large claws and sharp teeth that you can use to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing or piercing damage, respectively, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can instead use your Charisma modifier in place of your Strength modifier for the attack and damage rolls.
- Your Life Drain feature heals you for an additional 2d8 hit points when you use it with a bite attack.
- You gain darkvision out to a range of 60 feet. If you already have darkvision, your darkvision range increases by 60 feet.
- You can take the dash or disengage action as a bonus action on each of your turns.
