The Lord
  1. Notes

The Lord

Homebrew Subclass (Warlock)

Warlock subclass

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You have made a pact with an infamous vampire lord. Whether through direct confrontation, a blood letter or a bat messenger, a deal was offered and you took it. The powerful vampire has bestowed you a sliver of its dreadful powers to test your usefulness and potential. Other vampires or vampiric creatures recognize the bond that you share and either respect it, fear it or envy it. You might have not turned into a vampire, but you’re one step away, provided that your patron agrees with it as well. You and other children of the night serve under the Lord’s patronage and secretly mingle with the mortals to further advance the Lord’s ambitions. The prospects of immortality, supernatural abilities and the ticket to a new society excite you and push you forward in this pact.

Expanded Spell List

The Lord 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.

Command, Sleep

Melf’s Acid Arrow, Silence

Animate Dead, Bestow Curse

Dominate Beast, Phantasmal Killer

Dominate Person, Modify Memory 

1st level feature

You learn the Primal Savagery cantrip, which now always sharpens your teeth into fangs. You can cast it as a bonus action, and it deals necrotic damage instead of acid. On successful hits, you regain hit points equal to your warlock level. If a successful hit kills a creature, you also gain temporary hp equal to the damage dealt.

As a reaction, you can add your Charisma modifier to your AC when you are being attacked by a humanoid. You do so, before the results of the attack roll are known. You can do this a number of times equal to your proficiency bonus per long rest.

6th level feature

Once per day, you can cast Suggestion without expending a spell slot, at a creature you have bitten in the last 24h. On a failed saving throw, the creature feels compelled to pursue the course of action for the rest of its life or until you use this feature again. Other limitations or requirements of Suggestion apply normally.

10th level feature

You’ve slowly become an apex predator at night. While you are not in bright light, you have advantage on perception, insight, stealth, sleight of hand, intimidation and initiative checks. You can also smell blood up to 150 feet away.

14th level feature

You seek to strengthen your pact by forming a more direct contract with your Lord’s champions. You get the benefits of the chosen champion.

Night Huntress. When in contract with the Night Huntress, you gain the following benefits.

  • Your speed increases by 20.

  • You can cast Hunter’s Mark once per day without expending a spell slot. Your Eldritch Blast also triggers Hunter’s Mark damage.

Blood Caller. When in contract with the Blood Caller, you gain the following benefits.

  • Whenever a creature within 15 feet of you takes slashing or piercing damage, you can use your reaction to cast a spell that targets only that creature.

  • Whenever you reduce a creature to less than 50% hp with a spell, you gain resistance to all damage from that creature until the end of your next turn.

Crimson Lancer. When in contract with the Crimson Lancer, you gain the following benefits.

  • You learn the Blood Spear spell.

  • Whenever you kill a creature with your Blood Spear, each creature of your choice within 60 feet, must succeed on a Wisdom saving throw or be frightened of you for 1 min. Those creatures can repeat the saving throws at the end of each of their turns.

Mist Warrior. When in contract with the Mist Warrior, you gain the following benefits.

  • If damage would reduce your hp to 0 or lower, it reduces it to 1 instead, and you automatically cast Gaseous Form on yourself without expending a spell slot. You gain temporary hit points equal to two times your warlock level, and they last until the spell ends. You regain the use of this feature after a long rest.

  • A shroud of mist surrounds you when the light transitions. While in dim light conditions, you can use a bonus action to take the Dodge action.


Blood Spear

Level: 5th

Casting Time: 1 Bonus Action

Range/Area: Self

Components: V,S,M (blood from a dead creature that has been killed within 24 h or from a willing creature which takes 3d8 damage. The blood is consumed by the spell)

Duration: 1 hour

School: Necromancy

You draw and shape the blood of a creature into a spear like no other. The blood solidifies as a dark crimson material. The Blood Spear is a simple melee weapon (spear) which you are proficient with. On a successful attack, it deals 2d6 piercing + 2d8 necrotic + your spell casting modifier damage. You regain hit points equal to the necrotic damage dealt. This weapon ignores resistances, but not immunities. If the Blood Spear leaves your hands for more than 6 seconds, it liquifies into blood again. The Blood Spear has the Thrown property of 60/120 range. If thrown, it accelerates rapidly and against a bloodied creature it can never have disadvantage. On a successful thrown hit, the damage is Xd6 necrotic + 10 piercing, where X is your warlock level.