Vampires that survive beyond their first centuries of nights tend to accrue more and more dark power, eventually transcending simple undeath and becoming like unto demigods. Their plans are far more than simple survival and consumption: labyrinthine shadow conflicts with others of a similar power level. At this level their intentions can become perversely benevolent, seeing mortals as a renewable resource worth preserving to consume into eternity. While some are interested in the tried and true plots to plunge the world into eternal night, they are just as likely to while away their eternity trying to cause the cultures with blood flavors they enjoy to flourish and spread.

Since the biggest threat to such immortals is often their own progeny and peers, they are quite happy to fill their ranks of vassals with the living. Many of these, of course, hope to eventually be granted eternal life, and may feel cheated when their patron allows them to expire at the end of their natural span. Some warlocks are recruited directly by the spawn of these ancient vampires, while others have an indirect and mystical relationship as tense as more ephemeral warlock patrons. At the level where you are an institution, dreaming torpid beneath empires you have founded, distance is little object to contacting those that seek your favor.


  • Blade: Summoning the pact weapon tends to resemble a fountain of blood that congeals from the warlock’s wounds, and collapses to red dust when dismissed. The pact weapons themselves seem corroded and decayed, more red rust than steel.
  • Chain: In addition to the normal options for chain-pact warlocks, servants of the Elder Blood may gain the services of a vargouille. They also tend to favor bats, rats, and ravens, and in addition to their normal powers, familiar options from the standard list in the find familiar spell gain the ability to drain life. Whenever they make the attack action or deliver a spell, they gain half of any damage they do as temporary hit points.
  • Tome: Books of shadows provided by the Elder Blood tend to be made of suspect leather and vellum, inked in red blood.
  • Blood: Blood-pact warlocks of the Elder Blood are typically somehow-living descendants of the vampire or its spawn. Sometimes a dhampir is spawned and creates a family line, while other times the conversion of an individual with a family echoes down the line of descendants.


Warlock Level Feature
1st Expanded Spell List, Taste of Blood
6th Antediluvian Mark
10th Grave Repose
14th Bloodbath

Expanded Spell List

The Elder Blood 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 false life, inflict wounds
2nd alter self, animal messenger
3rd conjure animals, life transference
4th dominate beast, greater invisibility
5th dominate person, modify memory

Taste of Blood

At 1st level, you may taste blood to learn facts and weaknesses about a subject. For the purposes of tasting the blood for this feature, you are immune to any toxins, diseases, acids, etc. in the blood that would normally harm you from tasting it.

In combat, to taste a subject’s blood, you may take a use an object action within two rounds of damaging the target with your own slashing or piercing melee weapon. Instead, if an ally deals damage to the target with a slashing or piercing melee weapon, you may move adjacent to the ally and use your use an object action and your ally’s reaction within the same time frame to taste the blood. Out of combat, you must simply deal one or more damage with a cutting implement to a helpless or willing target.

Upon tasting blood you may either choose to exploit weaknesses or discern facts.

If you exploit weaknesses, you may, on the same turn, cast hex on the target without expending a spell slot or material components. Unlike a normal casting of the spell, you can only move the curse to a new target by tasting that target’s blood.

If you discern facts, you learn the target’s creature type (and subtype/race, if any), the nature of any diseases or poisons the target is currently suffering from, and whether the target is currently the subject of any active spells (and the spells’ schools).

Antediluvian Mark

Starting at 6th level, you bear the subtle mark of your patron, protecting you from others of its ilk. You have resistance to necrotic damage. You gain advantage on Charisma checks against undead. You may cast invisibility on yourself at will, without expending a spell slot or material components, but it only works against creatures of the undead type with an Intelligence score of 6 or less.

Any vampire, vampire spawn, or warlock of the Elder Blood that tastes your blood will immediately know the “public” identity of your patron, and likely cease attacking you unless hostile to your patron.

Grave Repose

Starting at 10th level, you gain Tremorsense with a 10-foot radius. Additionally, when you are standing on earth that is at least as deep as your height, you may use your action to quickly dig down and bury yourself in a shallow grave. Creatures without a burrow speed may not attack you while you are so buried. Anyone that knows what spot you are beneath may attempt to make a grapple check against you with disadvantage to reach into the disturbed earth and pull you back to the surface.

You do not need to breathe while using this power, and may rest quite comfortably beneath the earth. You cannot perceive anything beyond the space that is not obvious to your Tremorsense without using divination magics. You cannot cast spells that require somatic components while submerged, or perform any other actions that require the ability to move.

Unless a subject has Tremorsense or some other way to perceive you beneath the earth, you automatically succeed on all attempts to hide from that subject while submerged.

You may resurface as your move on your turn, and you resurface standing.


Starting at 14th level, when a creature (that you can see and that has blood) is reduced to 0 hit points within 10 feet of you, you may use your reaction to cause it to erupt in a fountain of blood. It immediately and automatically fails a single death saving throw, if relevant. Unless obstacles, wind conditions, etc. would prevent it, all creatures within 10 feet of the target are covered in blood.

You and any friendly creatures coated in this blood may use their bonus action on their next turn to immediately expend one hit die to heal. Hostile creatures covered in the blood must immediately make a Wisdom saving throw against your spell save DC or become frightened for 1d4 rounds (with the exploded ally as the source). (Your allies probably don’t like it much either, but don’t have to save.)

If desired, you may also taste the subject whose blood you are covered in as a free action on your turn, for purposes of Taste of Blood.

You must complete a short or long rest before using this ability again.


Children of the Night

Prerequisite: Elder Blood patron and Beast Speech

You have advantage on Charisma checks or Wisdom (Animal Handling) checks targeting predators, scavengers, and any nocturnal animal. You may cast beast sense at will, without expending a spell slot.

Form of Mist

Prerequisite: Elder Blood patron

You can cast misty step at will, without expending a spell slot, but you must expend one hit die instead.


Prerequisite: Elder Blood patron and Pact of the Blade feature

When you cast a necromancy spell that affects a single target, instead of targeting the spell normally you may cast the spell into your pact weapon. The next time you make an attack with your pact weapon, if you hit the target with the weapon attack, it is also affected by the spell (as if it was hit by the spell attack or failed its saving throw). You must make this weapon attack before the end of your next turn after casting the spell, and begins its duration, if any, upon making the weapon attack. If the spell allows multiple spell attacks on subsequent turns, if you take the attack action you may deliver the spell with one of your pact weapon attacks on each of these turns.

Bound in Blood

Prerequisite: Elder Blood patron and Pact of the Chain feature

You gain an additional use for your Taste of Blood feature: when you exploit weaknesses, instead of casting hex you may instead cast another spell at the target (which does consume a pact magic slot and components as normal). The spell attack has advantage or the target’s saving throw has disadvantage.

Book of Nod

Prerequisite: Elder Blood patron and Pact of the Tome feature

You gain an additional use for your Taste of Blood feature: when you discern facts, instead of gaining the listed information about the subject, you can instead cause an empty page of your book of shadows to fill with a summary/family tree of the subject’s lineage (biological if living, vampiric if undead). Any other subjects upon whom you’ve ever used Taste of Blood (that are related to the subject) are obvious to you in the tree, making it easy to determine to whom the target is related and how if you can also sample their blood. Without having tasted the blood of other relations on the tree, only the most obvious information will be present (sex; type, race, and subrace; approximate age on becoming a parent to the next person on the chart).


Prerequisite: Elder Blood patron and Pact of the Blood feature

You have resistance to radiant damage. You gain advantage to checks or saves to resist blindness or other negative conditions caused by bright lights. You have an innate sense of when you are attempting to do something essentially impossible (e.g., ice skate uphill).