Eldritch Invocations :
Pact of the Vines - Your vines know ally to enemy, your conjuring doesn't count as difficult terrain to allies anymore. When a creature takes damage from your Conjuring Pain, you can use your reaction to select an ally or yourself. The selected target regains hit points equal to half the damage dealt by Conjuring Pain for that turn, this healing is applied at the end of the current turn. E.g. If the creatures takes 30 total damage from conjuring pain in that turn, then the selected creature will gain 15 healing at the end of the turn.
Pact of the Tome:
Ray of Frost
Phantom Grapnel
Force Buckler
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Consecrated Armor
Conjure Cover
Repelling Blast: Ray of Frost
Conjuring Pain
As a bonus action, You sprout necrotic blood-sucking vines out of the ground within a 20-foot square starting from a point within 60ft of you. For the duration, these vines turn the ground in the area into difficult terrain. The Conjuring Pain last for 1 minute or until you use this feature to create another Conjuring Pain.
When a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels. When a creature is killed/dead within this area or within 30ft of the Conjuring Pain, you can choose (No action needed) if you want the corpse to be consumed and turned into a Vine Blight at the start of your turn with hit points equal to your warlock level. The Vine blight lasts for 1 minute or until another vine blight is made, or when it drops to 0 hit points, after which it disappears back to the Everforest.
The Vine Blight is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
This feature can be used equal to your prof modifier, and restores on a long rest.
EverForest's Whispers
You are immune to the effects of difficult terrain, you also gain immunity to any form of madness.
Additionally, you can cast the Commune with Nature spell as a ritual once per long rest. You do not commune with the nature around you, instead you ask the Everforest for its guidance.
Level 2: Magical Cunning
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest.
Vampire REWORK
Size: Medium or Small (your choice)
Creature Type: Your creature type is undead
Speed: 30 ft, climb equal to walk speed
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Hidden in the Shadows: You gain proficiency in the Stealth skill. You can cast the invisibility spell once per long rest without using a spell slot or material components. Constitution is your spellcasting ability for this spell.
Shapeshift: Starting at 3rd level, you can use your action to transform into a Tiny bat for up to 10 minutes. Starting at 5th level, you can choose to transform into a Medium size mist form instead. You revert to your true form early if you are knocked unconscious, take radiant damage or die.
Bat Form:
Your flying speed is 30 feet.
You can’t speak or cast spells.
Your ability scores & hit points remain unchanged, and your equipment merges with your form.
Mist Form:
Your flying speed is 20 feet, and you can hover.
You can pass through spaces as small as 1 inch wide but cannot pass through water.
You can’t take actions, speak, or manipulate objects.
You have advantage on Strength, Dexterity, and Constitution saving throws.
You are resistant to nonmagical damage.
If you end your turn in sunlight while in Bat or Mist Form, you take 10 radiant damage. You can use this feature equal to proficiency bonus, and regain expended uses on a long rest.
Vampiric Bite: Your fanged bite is a simple weapon, that can harvest ones blood. It deals 1d8 piercing damage on a hit, and you can use Constitution for the attack and damage rolls.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself and gain temporary hit points equal to the piercing damage.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: You can speak, read and write Common and NecroSpeak.
Features & Traits