Malcanthet, Queen of the Succubi

Malcanthet, Queen of the Succubi

Malcanthet, the Queen of the Succubi, is one of the oldest, most beautiful, and corrupting succubi known. Housed in the layer of the Abyss called Shendilavri, where it appears a blissful utopia of delight and revelry, Malcanthet plots her devious plans for further dominance of mortals and fiends alike. Although Malcanthet is the epitome of selfish, lustful desire, she is known to imbue part of herself as a warlock’s pact in creatures to further ensure her influence spreads throughout the mortal realm.

Not all creatures are aware that Malcanthet herself has made this pact. Some are just exceptionally attractive members of their race who wield dark powers that they are yet to fully understand. Perhaps more so than many otherworldly patrons, Malcanthet herself enjoys keeping track of her pacts. She sends her Radiant Sisters, 13 lilitu bards, to make sure they are heading down a path suitable to her domain: lust, beauty, and betrayal.

Expanded Spell List

Malcanthet lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Thrall of Malcanthet Expanded Spells

Spell Level Spells
1st command, dissonant whispers
2nd alter self, detect thoughts
3rd nondetection, protection from energy
4th confusion, polymorph
5th dominate person, modify memory

Profane Beauty

At 1st level, Malcanthet’s pact with you has imbued you with a fiendish beauty that mirrors that of a succubus. Whenever you are not using armor or wielding a shield, you have an armor class equal to 10 + your Dexterity modifier + your Charisma modifier. Additionally, whenever you roll a saving throw to avoid the charmed condition, you roll at advantage. Finally, you are the epitome of attractive for your race. Your features are symmetrical, your eyes hypnotizing, and your form is delightful to gaze upon for all those who might care about the form of your sex.

Betrayal

At 6th level, you are adept at taking advantage of those who think themselves your allies. As a bonus action, you may choose one creature that you can see that is friendly to you. Once you have decided to betray a friendly target, you may choose to apply the betrayal to your next attack or a spell directed at that target by the end of your turn. If you attack the target, you roll your attack with advantage. If your attack hits, they must make a Wisdom saving throw against your warlock spell save DC or be stunned until the end of their next turn. If you target the creature with a spell and they must save, they make that saving throw with disadvantage. Further, any creature hit by an attack or spell when you betray them takes an additional 2d8 psychic damage as they reel from the betrayal. This psychic damage increases as you gain power. If you have at least one spell slot remaining, you deal an additional 1d8 per the level of the spell slot. For example, if an 11th level warlock uses her betrayal ability and has at least one remaining spell slot to cast a spell, she deals 7d8 psychic damage. Dealing additional damage does not consume a spell slot. Whenever you betray a creature using this ability, your type becomes fiend for 24 hours for all purposes of abilities and effects.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Subtle Charms

At 10th level, your magical compulsion spells are augmented by the power of the Queen of the Succubi. Whenever you cast the friends, charm person, or suggestion spells roll a deception (Charisma) check against either the target’s insight (Wisdom) or arcana (Intelligence). If you succeed, the target does not know they are or were under the effects of a spell or targetted by a spell. If you fail, treat the spell as normal. Creatures who are immune to the charmed condition treat the spells as normal. Creatures who have advantage against being charmed have advantage on their insight or acana roll.

Embrace of Shendilavri

At 14th level, you may touch or embrace a friendly creature and slowly drain them of their life. As an action, you may make a melee spell attack against a target, apply this effect to a target who you are already touching(or grappling), or you may simply attempt to touch the target that is friendly to you who will (by DM’s discretion) not recoil from you, and drain them of some life energy. If hit, or touched, the target creature must make a Constitution saving throw against your warlock spell save DC or take 4d6 psychic damage or half (rounded down) on a succesful save. Their maximum hit points are reduced by this damage, which will return to normal after a long rest. If the target takes psychic damage they must roll a Wisdom saving throw against your warlock spell save DC or percieve your embrace or touch as beneficial to them — they are effectively charmed by you and take no action or movement that makes them leave your side to continue your embrace or touch. At the beginning of their round they may continue to save to break the charmed condition and realize they are slowly dying and you are the cause of their suffering. You must use an action on your turn to sustain this effect.

Whenever you use this ability you are considered a fiend for 24 hours for all purposes of abilities and effects. Once you use this feature, you cannot use it again until you finish a long rest.

Alternative Pact Boons

Pact of the Obyrith’s Shroud

Prerequisite: Otherworldly Patron is an obyrith

Your patron is one of the oldest types of fiends in the multiverse: the obyrith. Their forms are the most horrific and noxious to behold, rivaling the utter horror of the aliens of the Far Realm. All obyriths have a form of madness, whether it is their true form or one they shroud and then unveil upon their enemies, that when revealed drives even the strongest of hearts to challenge their sanity. Thus, your patron wills you to be more like them and grants you this form. During a short or long rest you may perform a quick ritual in which a cloak, shroud, cape, or other form of fabric or clothing that folds over your shoulders or form appears. This item is magical. You may not take it off without activating your form of madness unless a remove curse spell has been cast on you. As an action, the shroud can become invisible or visible again. Regardless, the shroud acts as a veil to shield your form of madness from the world.

As an action, you may unveil your form of madness and inflict it upon all creatures within 30 feet of you that are not fiends. During this flash of a moment, you appear like a truly horrific creature that assaults all the sensibilities of creatures who are not fiends. Even creatures who are blinded are still effected as your form affronts all the senses. Creatures beyond that who can see you that are not fiends are briefly stricken by a noxious feeling in their gut by witnessing this form. Non-fiendish creatures within 30 feet must make a Wisdom saving throw against your warlock spell save DC. Creatures who fail their saving throw must roll a 1d6 and be frightened by you for that many rounds. Creatures whose result is 6 on the die must roll an additional Wisdom saving throw. On a failure, they gain a short-term madness (found in the DMG). Because your form is more potent than a typical fear effect, creatures who are immune to being frightened who fail their saving throw still must roll 1d6 to see if they must make an additional save to avoid madness. After you use this ability your shroud is gone.

While your shroud is on, you may cast crown of madness as an action once at your highest spell slot level. You may cast this spell again in this way after a short or long rest. You may call upon your shroud again during a short or long rest.

Pact of Abyssal Might

Prerequisite: Otherworldly Patron resides in the Abyss

You can harness pure chaos and imbue your form from the dark energies of the Abyss. As a bonus action, your type becomes fiend for 1 hour and you gain advantage on Strength and Constitution saving throws, skill checks, and ability checks for the next 1 minute. During this time, whenever you cast the eldritch blast spell it’s range cannot be more than 10 feet and you roll melee spell attacks instead of ranged spell attacks. If a creature is struck by your eldritch blast spell during this effect, they take an additional 1d4 psychic damage as their very being is harassed by malevolent magic. If a creature is good aligned, roll 2d4 instead. Whenever you deal psychic damage in this way, you gain a pool of hit points that you can use to shrug off any damage you take, similar to temporary hit points. As you incur damage the pool of hit points decreases and as you deal damage it increases. After the minute expires, you may use the remaining pool of hit points to heal yourself — otherwise they are lost, returned to the Abyss as though the realm of chaos demands payment for using its energy.

Once you use this feature, you may not do so again until you finish a short or long rest.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.

Malagard, The Hag Countess

Malagard, The Hag Countess

Originally a night hag from Hades, the Hag Countess became one of the chief advisers of Moloch, the former Lord of the Sixth Level of Hell. She counseled him to rebel against Asmodeus during the Reckoning of Hell, and when Moloch was overthrown, Asmodeus installed her in his place.

However, Asmodeus had only promoted the Hag Countess so that the other Lords of the Nine would not notice his designs. He installed his daughter Glasya as the new Lord of the Sixth and caused the Hag Countess’ body to grow to gargantuan size and  rupture, turning the formerly mountainous world, Malbolge, into a realm of decaying flesh. While Glasya now rules Malagard’s former layer of Hell, The Hag Countess has not been utterly destroyed. Her power can still be felt by those who she has made pacts with, and rumors have spread that she housed pieces of her essence in nine heartstones. Wielders of these heartstones, night hags known as the Blackwinged Coven, come together each year and channel dark magic into the essence of Malagard, slowly returning her to power through sacrifice and other vile ways. The Blackwinged Coven itself has been known to bestow a warlock pact, but to what end?

Expanded Spell List

Malagard lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Disciple of Malagard Expanded Spells

Spell Level Spells
1st disguise self, ray of sickness
2nd alter self, enlarge/reduce
3rd lightning bolt, stinking cloud
4th phantasmal killer, polymorph
5th cloudkill, contagion

Hagform

At 1st level, your form immediately changes to that of a hideous, horrific creature that only barely resembles your former appearance. Your skin dulls to a pale white, swamp green, or bruised purple. You become gaunt-like in your face, as your skin thins and pulls against your bones while your muscles look weak and withered. To those who have seen the frightening sight of a hag may suspect you are some half-hag or twisted fey-creature. To most, however, you are old, ugly, and diseased looking.

Your skin toughens, however, and when you are not wearing armor or using a shield you have an armor class equal to 13 + your Dexterity modifier. Additionally, as a bonus action, you may transform your hands to that of ghastly long fingers and claws. If you do so, you may make a melee spell attack with them when you take the Attack action and deal 1d8 + your Charisma modifier in damage. At 5th level, you may make two attacks when you take the Attack action with your claws. At 11th level you make three attacks and at 17th level you can make four. You can dismiss your claws as a bonus action.

Changeshape

At 6th level, you know that you cannot always function properly when in your normal form. You gain the ability to change your shape. As an action, you magically polymorph into a Small or Medium sized humanoid of your sex, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying does not transform. You revert to your true form if you die.

Boon of the Blackwinged Coven

At 10th level, your form intensifies to that of a true Disciple of The Hag Countess. Your jaw disjoints and your voice shifts to that of a gutteral, cruel tone. A long, blood red tongue always slashes around your mouth, neck, and chest. Your eyes draw inward, blackened but for the glowing red orb in each. A crimson color stains your feet up to your thighs and your hands up to your forearms, as though you walked in a shallow lake of blood and splashed playfully. And finally, two heavy, huge black wings protrude from your back, weighing on you as you hunch over to support their massive weight.

Your claws now deal 1d10 damage instead of 1d8 and are always present as they are part of your true form. You also gain a flying speed equal to double your movement speed. Finally, creatures who are not prepared for your horrific appearance and first see your true form must succeed on a Wisdom saving throw or be frightened for 1 minute. They may roll again to overcome this fear at the beginning of their turn. Creatures who save against this fear effect are immune to it forever.

Soul Trader

At 14th level, you learn two rituals that create two powerfully

magical items: the soul bag and the heartstone. Creating each item requires 1 hour each. To create the soul bag, you must stitch together human flesh and call upon cruel magic during the ritual. To create the heartstone, you must remove the heart of a creature who witnessed the death of a loved one in front of them within the last 24 hours and hold this heart in your hand as it slowly turns to stone, shrinking to the size of a small gem which hardens it to a black jewel.

So long as you have your heartstone on you, you may (and only you), as an action, enter the Ethereal Plane or back again. While on the Ethereal Plane, you can magically touch a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10. If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in your soul bag, should you have one with you. The reduction in the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.

Should you lose or somehow destroy your hearstone, you may create another one, which destroys the previously created one if it still exists. You may only have one unfilled soul bag at a time. Should it be filled with a soul, you may create another.

Alternative Pact Boons

Pact of the Obyrith’s Shroud

Prerequisite: Otherworldly Patron is an obyrith

Your patron is one of the oldest types of fiends in the multiverse: the obyrith. Their forms are the most horrific and noxious to behold, rivaling the utter horror of the aliens of the Far Realm. All obyriths have a form of madness, whether it is their true form or one they shroud and then unveil upon their enemies, that when revealed drives even the strongest of hearts to challenge their sanity. Thus, your patron wills you to be more like them and grants you this form. During a short or long rest you may perform a quick ritual in which a cloak, shroud, cape, or other form of fabric or clothing that folds over your shoulders or form appears. This item is magical. You may not take it off without activating your form of madness unless a remove curse spell has been cast on you. As an action, the shroud can become invisible or visible again. Regardless, the shroud acts as a veil to shield your form of madness from the world.

As an action, you may unveil your form of madness and inflict it upon all creatures within 30 feet of you that are not fiends. During this flash of a moment, you appear like a truly horrific creature that assaults all the sensibilities of creatures who are not fiends. Even creatures who are blinded are still effected as your form affronts all the senses. Creatures beyond that who can see you that are not fiends are briefly stricken by a noxious feeling in their gut by witnessing this form. Non-fiendish creatures within 30 feet must make a Wisdom saving throw against your warlock spell save DC. Creatures who fail their saving throw must roll a 1d6 and be frightened by you for that many rounds. Creatures whose result is 6 on the die must roll an additional Wisdom saving throw. On a failure, they gain a short-term madness (found in the DMG). Because your form is more potent than a typical fear effect, creatures who are immune to being frightened who fail their saving throw still must roll 1d6 to see if they must make an additional save to avoid madness. After you use this ability your shroud is gone.

While your shroud is on, you may cast crown of madness as an action once at your highest spell slot level. You may cast this spell again in this way after a short or long rest. You may call upon your shroud again during a short or long rest.

Pact of Vile Magic

Your patron bestows upon you dark energies that can augment your magic. Whenever you cast a spell of 1st level or higher and that spell deals damage, you may instead deal vile damage. The appearance of spells change, perhaps subtly or conspicously (your choice), but they cannot entirely look the same. An arcana (Intelligence) check of 14 + the level of the spell reveals there is something “off” about the magic by anyone who witnesses you cast the spell. A check whose result is 5 or more of the DC reveals that the spell is tainted by vile magic. Creatures who are immune to radiant or necrotic damage have resistance to vile damage. All fiends are immune to vile damage. Whenever a good-aligned creature takes vile damage, they must make Wisdom saving throw against your warlock spell save DC or become vulnerable to vile magic until the end of their next turn. Once a creature saves against this effect, they need not save again for 24 hours. You may cast eldrtich blast and deal vile damage once before you must take a long rest to do so again.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.

Asmodeus, Archfiend of Hell

Asmodeus, Archfiend of Hell

Asmodeus the Archfiend is ruler of the Ninth Level of Hell and is respected by all devils of Baator; even the Archdukes of the other levels of Hell pay their respect to Asmodeus. His dominance of Hell reaches beyond that plane, however, and extends thoroughly into the mortal realm. The Archfiend has been known to bestow pacts to mortals, gifting them with power but only in return for their souls. Pacts with Asmodeus are usually direct so that he knows he can control the mortal however he wishes. Cult leaders are usually the ones he entertains forging a pact with, although some non-Asmodeus obsessed individuals have been known to join with the Archfiend. Most of the warlocks who have pacted with Asmodeus are unknown, however, and instead lead lives in control of great lands or have far-reaching powers that none know they owe to the King of Hell himself.

Disciples of Asmodeus are leaders. They constantly seek greater glory of power and control and whenever they eschew dominating, it is almost always in some effort to subdue their foes and allies at a later time. Calculating and brilliantly devious, those who have pacted with Asmodeus are expected to know victory.

Expanded Spell List

Asmodeus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Disciple of Asmodeus Expanded Spells

Spell Level Spells
1st command, detect magic
2nd detect thoughts, locate object
3rd clairvoyance, nondetection
4th confusion, locate creature
5th dominate person, geas

Commanding Presence

At 1st level, you may tap into the dominating presence of Asmodeus and effect your own magic. Whenever you cast the command spell and at least one target fails their saving throw, you may use a bonus action to recover the spell and not lose a spell slot. Creatures who succeed on their saving throw against your command spell are immune to that spell from you for 24 hours.

Additionally, you gain proficiency and expertise in Intimidation.

Devilform

At 6th level, you can partake in a ritual where you split from your body and take on the form of a devil. After performing a ritual that takes 1 hour and 25gp worth of resources in magical candles, unholy relics, and a pentagram of your own blood that deals 1d4 slashing damage to you, you become paralyzed for 1d4 hours. During this time, a devil slowly materializes before you that is hollow. You then enter the hollowed devil and lose all statistics and features of your previous character and take on only the statistics of the devil that materialized, all of your sensibilities are transfered to your new devil form. Roll a 1d20 + your Charisma modifier on the chart below to see which devil may materialize. You may choose any devil up to your result. Once you use this feature, you cannot use it again until you complete a short or long rest.

Devilform Table

Charisma Result
Devilform Tier
1-8 Tier 1: Imp
9-14 Tier 2: Spined Devil or Bearded Devil
15-19 Tier 3: Barbed Devil
20-23 Tier 4: Chain Devil
24+ Tier 5: Horned Devil

If you die while in your devilform, you immediately return to your body taking 1d20 per tier of the devilform you took in necrotic damage and you are no longer paralyzed. If your normal body is slain while you are in your devilform, you immediately die. Once you use this feature you cannot do so again until you finish a long rest.

Evil Authority

At 10th level, you may exert your authority over others. As an action, all creatures you target within 30 feet of you that can see you must make a Wisdom saving throw or become charmed by you and view you as their superior. Affected creatures do as you command as though you casted suggestion on them. Non-evil creatures may make additional saves at disadvantage every 10 minutes. This effect lasts 24 hours and creatures are unaware of any magical influence you had over them, although a few significantly insightful individuals may grow suspicious of your influence.

Greater Devilform

At 14th level, your Devilform power increases. You may now select any devil from the Devilform table when using Devilform. Additionally, you can remain a devil up to 48 hours, or until you dismiss it as an action, in which the devil turns into a husk and dissolves, returning you to your body.

Alternative Pact Boons

Pact of the Nine Hells

Prerequisite: Otherworldly Patron resides in Hell

Your patron from the Nine Hells of Baator gifts you with diabolic ingenuity that is designed to not only corrupt you further, but perpetuate a cycle of corruption that follows you wherever you go. When you are making a roll and you are unsatisfied with the result, you may roll again and take that result as you call upon Hell itself to infuse you with success. If you succeed on your new roll, your very soul incurs a Hellish Toll from the table below. The only way to remove tolls from this feature is to pay the toll described based on the number of tolls acquired. Thus, the more toll incurred the higher the price to pay it. Once a toll is paid, your toll incurred drops down to 1 if it was 2 or higher, otherwise you no longer have any toll incurred. Once you use this feature to reroll you cannot do so again until you finish a short or long rest.

Hellish Toll

Toll Incurred Toll Payment
1 Finish a long rest.
2-3 Convince, through guile or magic, a creature to betray their morality in (at least) some subtle or small way (such as lying, stealing, being prideful or lustful, etc.).
4 Steal from, frame, betray (if friendly), or slay a non-hostile creature with an intelligent score of at least 6.
5 Defile a sanctified or holy (good-aligned) place.
6+ You can no longer use this feature until you perform a Dark Ritual (see Dark Ritual note).

Pact of Vile Magic

Your patron bestows upon you dark energies that can augment your magic. Whenever you cast a spell of 1st level or higher and that spell deals damage, you may instead deal vile damage. The appearance of spells change, perhaps subtly or conspicously (your choice), but they cannot entirely look the same. An arcana (Intelligence) check of 14 + the level of the spell reveals there is something “off” about the magic by anyone who witnesses you cast the spell. A check whose result is 5 or more of the DC reveals that the spell is tainted by vile magic. Creatures who are immune to radiant or necrotic damage have resistance to vile damage. All fiends are immune to vile damage. Whenever a good-aligned creature takes vile damage, they must make Wisdom saving throw against your warlock spell save DC or become vulnerable to vile magic until the end of their next turn. Once a creature saves against this effect, they need not save again for 24 hours. You may cast eldrtich blast and deal vile damage once before you must take a long rest to do so again.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.

The Vampire Lord

The Vampire Lord

The pitch of night is host to all sorts of dark, twisted creatures. Few are as powerful or as terrifying as a vampire. Vampires surround themselves with physical representations of what they crave most and frequently ‘recruit’ thralls or vampire spawn to help in their twisted goals. However you came into contact with this charming and dangerous being, you are now in service to a champion of night, blood and undeath.

Vampire Lord Expanded Spells List

The Vampire 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.

 

Spell Level Spells
1st fog cloud, inflict wounds
2nd suggestion, see invisibility
3rd bestow curse, feign death
4th compulsion, death ward
5th dominate person, hallow

Vampiric Fangs

Your connection to your vampiric patron has altered your physiology; starting at 1st level you have developed a set of fangs with which you can bite down and draw blood. As an action, you can make a special melee attack against a creature. You are proficient with this attack and add your Dexterity to attack and damage rolls with it. This bite attack initially has a d4 damage die, but that changes to a d6 at 5th level, a d8 at 11th, and a d10 at 17th.

In addition, when you hit with the bite attack, you can force the affected creature to make a Constitution saving throw. If they fail, they take additional necrotic damage equal to 1d4 + your Charisma modifier, and you regain hit points equal to the necrotic damage taken. Once you have regained a total number of hit points equal to 5 times your Warlock level, you cannot regain any more until you finish a short or long rest.

Gaseous Defense

Starting at level 6 as a reaction, when you are hit with an attack but before damage is dealt, you may use your reaction to transform yourself and everything you are wearing and carrying into a cloud of gas. You may fly up to 30ft as part of this reaction without triggering an opportunity attack. As a gas cloud, you gain resistance to bludgeoning, piercing, and slashing damage. In this form you may also move through other creatures’ space. This form lasts until the end of your next turn. While in this form you cannot attack, cast spells, talk or manipulate objects. Once you use this ability, you cannot use it again until after you complete a short or long rest.

Embrace Undeath

Beginning at 10th level, you have advantage on death savings throws. You also no longer age and cannot be aged magically. Finally, you no longer need to sleep. Instead of sleeping, you enter a trance like state for 4 hours in which you are aware of your surroundings. Instead of eating or drinking, you may consume a pint of blood to sustain you for a day.

You also gain resistance to necrotic damage.

Blood Thrall

At 14th level, you gain the ability to raise your victims from death to serve under you. You can spend 10 minutes to raise a Medium or smaller humanoid who has died in the last hour. That creature is charmed by you until a remove curse spell is cast on it, the charmed condition is removed. Use the zombie statistics for your thralls. Remove curse will immediately kill a thrall. You may have a number of thralls equal to your Charisma modifier. As a bonus action, you may extract life essence from your thrall as though you had used the Vampiric Fangs feature, healing yourself for the full amount of damage dealt. You may use this ability so long as your thrall is within 30ft of you.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Bat Form

Prerequisite: 4th level, The Vampire Lord patron

Once per short rest, you can cast polymorph without using material components or a spell slot. The only form you can take is a bat or a rat.

Vampiric Familiar

Prerequisite: Pact of the Chain, The Vampire Lord patron

Your familiar gains the ability to use the Vampiric Fangs ability on it’s turn.

Blood Mark

Prerequisite: Pact of the Blade, The Vampire Lord patron

When you hit a creature with your Vampiric Fangs, you mark the creature with some of your vampiric power. Your next attack with your pact weapon against the marked creature has advantage.

Master Manipulator

Prerequisite: 9th level, The Vampire Lord patron

Once per long rest, you can cast geas without using material components or a spell slot.

The Reaper

The Reaper

You have made a pact with a psychopomp, a being whose goal is to ensure the death of mortals and the safe transition of their souls into the afterlife. Such beings rarely desire the death of all things, but rather that nothing escapes their ultimate fate. Most cultures have their own unique psychopomps, ranging from powerful celestials and fiends to actual deities, such as Anubis, Azrael, Charon, Hermes, or the Grim Reaper.

Expanded Spell List

The Reaper 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.

 

Spell Level Spells
1st bane, inflict wounds
2nd detect thoughts, silence
3rd nondetection, speak with dead
4th locate creature, phantasmal killer
5th commune, cone of cold

Reap Life

Starting at 1st level, you can use a bonus action to harvest the dying life force of a creature within 5 feet of you whose hit points have been reduced to 0 since the start of your last turn. When you do so, you regain hit points equal to your Charisma modifier or to the creature’s total hit points, whichever is lower. This feature does not work if the creature is a construct or undead.

Wraith Form

Beginning at 6th level, you can turn into a mass of shadows as a bonus action. When you do so, your speed doubles, and you are immune to damage until you either take the Attack action, cast a spell, or until the end of your turn.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Grim Teleportation

Starting at 10th level, your mortal form no longer has a solid grip on the Material plane. As an action, you can teleport to a point on a surface that you can see within 120 feet. Additionally, you gain resistance to necrotic damage.

Once you use this feature to teleport, you can’t use it to teleport again until you finish a short or long rest.

Death Blossom

Beginning at 14th level, you can channel the power of your patron to harvest the lives of those around you. As an action, you project necrotic energy in a 5-ft. radius around yourself. All creatures in that radius must succeed on a Constitution saving throw, taking 10d6 necrotic damage on a failure, or half as much on a success. You automatically use your Reap Life feature on any creature reduced to 0 hit points by your Death Blossom.

Once you use this feature, you can’t use it again until you finish a long rest.