The Vampyre

Worldly Patron Option

You have chosen to bind a pact with a Vampyre, an ancient vampire lord of great power, whose aims are far more convuluted than that of any regular vampire. There's a reason you weren't just intered into your masters thralldom. Your patron has plans. Grand plans where mindless servents just won't do. The Vampyre lord takes far more interest in your actions than most other patron lords, and expects you to act in their intrests. Through your master's grace, your will and powers are still your own. Though if you think to bite the hand that feeds, your patron might take it upon themselves to remind you that while you may will freely, you may not act so freely. Some vampires powerful enough to bestow powers are Artor Morlin of Waterdeep, Shyressa, Kaius the First, Kas the Bloody-Handed, Lashonna the Silver Dragon, and even the Beast of Barovia himself, Strahd von Zarovich.

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 Expanded Spells
Spell Level Spells
1st Fog Cloud, Sleep
2nd Detect Thoughts, Suggestion
3rd Bestow Curse, Sending
4th Greater Invisibility, Polymorph
5th Dominate Person, Modify Memory

Child of Darkness

You've taken your first steps into the eternal night. You gain resistance to necrotic damage and weakness to radiant damage. You also gain a bite attack.


  • Bite Attack Modifier = your Strength or Dexterity modifier + your Proficiency Bonus

Bite: As a bonus action, you may attempt to bite one willing, incapacited, or restrained creature or a creature you are grappleing. On a hit, you deal 1d6 + your Strength modifier in piercing damage plus an additional amount of necrotic damage equal to your warlock level. The target's hit point maximum is reduced equal to the amount of necrotic damage taken, and you regain hit points equal to that amount. The target dies if this effect reduces it's hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your patron's control.

Incremental Weakness

As you embrace your patrons gifts ever more, so to do you embrace their weaknesses. As you gain your patron's powers, you also gain a weakness related to that power.


Stake: Whenever you are dealt damage by a piercing weapon made of wood, you are paralyzed until your next turn.

Part 1 | Your New Lord

Your Patron's Gifts

  • Pact of the Chain: It's common to be gifted a bat or wolf or some other such nightly hunter as a companion by your patron. Though, other servants can be chosen, as to better disguise your presence.
  • Pact of the Blade: The Vampyre lords often prefer bladed piercing weapons of the finesse variety. These weapons tend to be elegent and posses a cruel edge to them, just like those who wield them. This may even be a replicant of the Sword of Kas.
  • Pact of the Tome: This item has a long tradition, going so far back as to the Terror of Barovia himself and his legendary journal. This tome is often a scattered journal of your lord's former life and hold secrets of the inky darkness of cold night.

Nightcrawler

By 6th level, your patron's gift has granted you bestial strength and agility. You gain proficiency in athletics and acrobatics and you can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.

If you are already proficient in athletics or acrobatics, you instead double your proficiency bonus in that skill.

Incremental Weakness

Running Water: You cannot cross rivers or places that have running water beneath them.

Man Bat

At 10th level, you've mastered your master's transformations. If you aren't in sunlight, you can use your action to polymorph into a Tiny bat, or a Medium wolf, or a Medium cloud of mist, or back into your true form.

While in bat or wolf form, you cannot speak. In bat form, your walking speed is 5 feet, and you have a flying speed of 30 feet. In wolf form, your walking speed is 40 feet. Your statistics, other than size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you carry does. You revert to your true form if you die.

While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 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 Constittion saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

Incremental Weakness

Light Sensitivity: You take 5 radiant damage when you start a turn with your skin exposed to direct sunlight. While in sun light, you have disadvantage on attack rolls and ability checks.

A Victim in Every Port

At 14th level, you've mastered that most important of vampire tricks, domination. You may use your action to bite an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

When you use this ability again, the creature you have currently charmed is no longer charmed and suffers from amnesia, completly forgetting what you had it do. Your influence lies dormant in that creature and you may use this ability on it again by merely gazing into it's eyes.

Incremental Weakness

Forbiddance: You cannot enter a residence without an invitation from one of the occupants.

Part 1 | Your New Lord