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Become a Patron!
## The Ancient Vampire Your patron is a powerful creature of the night. The oldest and most cunning of vampires are known to loan their power to mortals who seek them. Mortals who make this pact receive otherworldy strength and speed, along with an otherworldly hunger. These Warlocks will either hunt as the wolf for eternity, or be slaughtered like the sheep they are. Your patron could have turned you into a thrall, granting you some of their power so you may serve them better, or you may have sought them out to live forever as a bloodsucking monster. An example of such a patron could be Count Strahd von Zarovich, the tyrant of Barovia. #### 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 | *animal friendship, inflict wounds* | | 2nd | *enchance ability, pass without trace* | | 3rd | *gaseous form, haste* | | 4th | *confusion, death ward* | | 5th | *raise dead*, **steel wind strike* | *Whenever you cast this spell, you can use your sharpened fingernails as the material component. #### Vampiric Fortitude At 1st level, you gain a fraction of your patron's ageless strength. Your hitpoint maximum increases by 1, and does so again whenever you gain a level in this class. You gain a climbing speed equal to your walking speed, and you gain a bonus to any Strength (Athletics) or Dexterity (Acrobatics) check you make. This bonus equals your Charisma modifier.
Additionally, you gain a lesser version of your patron's biggest flaw. You have disadvantage on Wisdom (Perception) checks that rely on sight when you or whatever you are trying to perceive is in direct sunlight. #### Moonlit Retreat Starting at 6th level, you can dissolve into a swarm of bats to evade harm Whenever you take damage, you can use your reaction to grant yourself resistance to that instance of damage. Until the end of your next turn, you gain a flying speed of 30ft, you can move freely through other creatures spaces and you do not provoke attacks of opportunity.
Once you use this feature, you cannot do so again until you finish a short or long rest. #### Crimson Curse Starting at 6th level, your patron shares knowledge of foul blood magic with you. Whenever you damage a creature with an attack, you can use a bonus action to regain hitpoints equal to your proficiency bonus. \columnbreak #### Dweller in the Night Starting at 10th level, you gain greater aspects of your patrons supernatural abilities. You no longer age, and you can drink blood to sustain yourself instead of food or water. Whenever you drink blood, you gain temporary hitpoints equal to your charisma modifier.
Additionally, you can transform into a *Bat* as a bonus action. While transformed, you become Tiny, you replace your speed with the *Bat*’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. As an action, you return to normal. #### Blood Wave Starting at 14th level, your patron grants you access to more powerful blood magic. As an action, you can unleash a torrent of cursed, vampiric blood. Every hostile creature within 30ft of you must make a Wisdom saving throw. On a failure, they take 3d10 necrotic damage and their movement speed is 0 until the end of your next turn. You regain hitpoints equal to half the total damage dealt. If this would cause you to go over your hitpoint maximum, you gain temporary hitpoints equal to the hitpoints remaining.
Once you use this feature, you cannot do so again until you finish a long rest. > ##### Credits > Image - Wizards of the Coast