TEXT:  
  Otherworldly Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Blood 
  Vampires, by common folk, are known as the absolute 
  masters of the night. They are powerful, violent, and 
  terrifying beyond measure. Despite that, one of the defining 
  traits of the master vampire is his unfailing ability to draw 
  others to him, to bind them to his service, and to subjugate 
  them with his awe. 
       Warlocks who take the Blood Pact seek to gain a 
  measure of a master vampire's incredible strength, 
  intimidating presence, and immortal stamina. They desire 
  to become true masters of the night, and, eventually, 
  vampires in their own right. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Blood Expanded Spells 
  Spell Level 
  Spells 
  1st 
  fog cloud, inflict wounds 
  2nd 
  alter self, spider climb 
  3rd 
  conjure animals, haste 
  4th 
  dominate beast, greater invisibility 
  5th 
  dominate person, geas 
  Bloodthirst 
  At 1st level, you grow a sharp pair of retractable fangs, and 
  gain a powerful thirst for blood. After reducing an enemy 
  to 0 HP, you can use your bonus action to regain a number 
  of HP equal to your Charisma modifier + your warlock 
  level. 
  Alluring Presence 
  At 6th level, your eyes turn a bright shade of red, and you 
  learn to melt your opponent's willpower with but a stare. As 
  an action, choose a creature within 30 feet that you can see 
  to make a Wisdom saving throw. On a failed save, the 
  creature is charmed or frightened by you (your choice). 
  This effect ends once the creature can no longer see you, is 
  further than 60 feet from you, or takes damage. 
       A creature that successfully saves against this effect 
  cannot be affected by it again for 24 hours. 
  Immortal Fortitude 
  At 10th level, your skin (and possibly your hair) toughens 
  and takes on an unearthly hue (porcelain white, jet black, 
  emerald green, etc.), and your aging seems to stop 
  altogether. When you finish a short rest, select two damage 
  types from the following: bludgeoning, piercing, or 
  slashing damage. You gain resistance to these two damage 
  types until you take a short or long rest. This resistance 
  does not affect damage from magical or silver weapons. 
       Additionally, you no longer age, do not suffer the effects 
  of old age, cannot be magically aged, and cannot die from 
  old age. 
  Child of the Night 
  At 14th level, you gain the ability to change your form like 
  that of your master. As an action, you can Wild Shape (as 
  the druid class feature) into the form of a wolf, a bat, or a 
  rat. Alternatively, you can take the form of a swarm of bats, 
  a swarm of rats, or a dire wolf. If you take one of these 
  forms, you must take a short or long rest before you can use 
  one of those forms again. 
   
   
  
   
  New Pact Boon 
  Your otherworldly patron bestows a gift upon you for your 
  loyal service. 
  Pact of the Skin 
  You give themselves over completely to your patron, 
  taking on greater aspects of your benefactor in exchange 
  for more power. Your skin changes to reflect this, changing 
  form and becoming more resistant to damage. When you 
  take bludgeoning, piercing, or slashing damage from a 
  nonmagical source, you can subtract 3 from the damage 
  taken. 
  New 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. 
  Monstrous Claws 
  Prerequisite: 5th level, Pact of the Skin feature 
  You can grow a pair of wickedly sharp claws. The damage 
  die of your unarmed strikes increases to 1d6, you can 
  choose to deal either bludgeoning, piercing, or slashing 
  damage with your unarmed strikes. Your unarmed strikes 
  are considered magical for the purposes of overcoming 
  damage resistance or immunity.  
       Additionally, when you use the Attack action to make 
  an unarmed strike, you can attack twice instead of once. 
  Monstrous Carapace 
  Prerequisite: 11th level, Pact of the Skin feature 
  Your already tough form becomes almost impenetrable. 
  When you take bludgeoning, piercing, or slashing damage 
  from a nonmagical weapon that isn't silvered, you can 
  subtract 3 + your Charisma modifier from the damage 
  taken. 
  Monstrous Wings 
  Prerequisite: 15th level, Pact of the Skin feature 
  You grow a pair of wings, gaining a flight speed equal to 
  your normal movement speed. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Blood.pdf