Vampiric
Vampiric Hexlords delve into the secrets of the Curse of Vampiry and use it as a sword and shield. They love nothing more than to use their skills to cause violence and manipulate others. They tap into the power of the lords of the night to gain even greater power. Vampires see Vampiric Hexlords as either parasites leeching off their power or as heralds of the night and as fellow kin. Once a Vampire forms such an opinion they rarely change it and either aid or seek to destroy the offending Hexlord.
Subclass Features
Origin Curse Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Animal Messenger, Charm Person, Command, Friends, Hold Person |
| 5 | Fast Friends, Vampiric Touch |
| 7 | Charm Monster, Dominate Beast |
| 9 | Dominate Person, Hold Monster |
Specialized Jinxes
When you use a Jinx feature you can instead roll on this table or choose one if you fulfilled the requirements to choose one.
Specialized Jinx Table
| 1D6 | Jinx |
|---|---|
| 1 | Garlic Anathema Jinx: |
| 2 | Holy Avoidant Jinx: |
| 3 | Blasphemous Jinx: |
| 4 | Silver Anathema Jinx: |
| 5 | Red Eye Jinx: |
| 6 | Reflectionless Jinx: |
Refined Studies
Vampires are not called lords for nothing. They are refined and you seek to echo their refinement. You gain proficiency with Persuasion and Performance checks and learn one additional language. You have a set of fine clothing as well as a signet ring.
Channel Vampiric Energy
You call upon vampiric powers. If the effect involves a saving throw the saving throw DC is equal to your spell save DC. You can use an action and choose one of the following effects:
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Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Blood Sense: For 10 minutes you can detect blood that is up to 48 hours old within 300 ft of you.
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Bite: For one minute you sprout fangs and can use them to make an unarmed strike dealing 1D6 Piercing damage + Necrotic damage equal to your Proficiency Bonus.
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Superior Darkvision: For one hour you gain Darkvision for 120 ft.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Specialized Hex
When you use a Hex feature you can use the following Hex:
Children of the Night: You can use a Hex feature and spend one hour calling upon allies that share the night with you. After the hour 1D8 Rats, 1D6 Bats, or 1D4 Wolves arrive depending on which is closer. The creatures remain for one hour. You can issue basic commands to the summoned creatures as long as it does not place them in obvious harm. In combat they will seek to defend you to the best of their ability and act after your turn in Initiative.
Channel Greater Vampiric Energy
You can call upon more vampiric powers. You can use an action and choose one of the following effects:
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Protection: For 10 minutes you gain Resistance to one of the following damage types: Cold, Necrotic, Poison, or Psychic.
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Stealthy: For one hour you gain a +5 bonus to Stealth checks.
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Bat Form: For 10 minutes you polymorph into a Bat.
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Rat Form: For 1 hour you polymorph into a Rat.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Basic Curses
When you use your Basic Curse feature you can use the following option:
Greater Charm
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Spell Level: 5
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Duration: 10 minutes
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Trigger: Instantaneous
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Effect: The target is Charmed for the duration. While Charmed this way the target regards you as a trusted friend to be headed and protected. The target is not compelled to obey you but takes your words and commands in the most favorable way. The target is a willing target for your Bite or Draining Bite attack. The target can attempt the saving throw as at the end of each of its turns, ending it on a success.
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Removal Condition: The spell Remove Curse. The condition ends early after being attacked by you.
Channel Mighty Vampiric Energy
You can call upon more vampiric powers. You can use an action and choose one of the following effects:
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Regeneration: For the next 10 minutes, if you have at least 1 hit point you regain 2 hit points at the start of each of your turns.
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Wolf Form: For 10 minutes you polymorph into a Wolf.
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Sunlight Sensitivity: You target one creature you can see within 60 ft of you and force them to make a WIS saving throw. On a failed save the target has disadvantage on attack rolls and Perception checks that rely on sight while in Sunlight for one minute.
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Misty Escape: You can use a reaction instead of an action to use this feature when you would be dealt damage. You reduce the incoming damage by 2D8 (Damage cannot be reduced to less than 0 with this feature) and you teleport to a point you can see within 60 ft of you.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Potent Curses
When you use your Potent Curse feature you use the following option:
Vampiric Weakness
Spell Level: 7
Duration: 10 minutes
Trigger: Instantaneous
Effect: The target is afflicted with the weaknesses of Vampires. They have the following weaknesses:
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Forbiddance: The target can't enter a residence without an invitation from one of the occupants.
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Harmed by Running Water: The target takes 10 Acid damage if it ends its turn in running water.
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Stake to the Heart: The target has Vulnerability to damage from wooden weapons that deal Piercing damage.
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Sunlight Hypersensitivity. The target takes 10 Radiant damage when it starts its turn in Sunlight. While in Sunlight, it has disadvantage on attack rolls and ability checks.
Removal Condition: The spell Remove Curse or Alter Self.
Channel Superior Vampiric Energy
You can call upon more vampiric powers. You can use an action and choose one of the following effects:
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Supernatural Strength: For one hour your STR score becomes 18 and your unarmed strikes deal 1D8 Bludgeoning damage. You can Grapple creatures as if you were one size larger.
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Bite: For one minute you sprout fangs and can use them to make an unarmed strike dealing 1D6 Piercing damage + 2D6 Necrotic damage. You regain half as many hit points as Necrotic damage dealt this way unless the target was a willing target then you regain hit points equal to the damage dealt. You only regain hit points from living targets that have blood flowing through their veins.
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Charming: For one hour you gain a +5 bonus to CHA based skill checks or a +7 bonus to Charmed creatures.
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Mist Form: For 10 minutes you polymorph into a mist. In mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a Flying speed of 20 ft, can Hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.