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Class record

Vampire Lord

Specialist / Striker

Tier
2
Difficulty
3 / 5
Main role
Specialist
Secondary role
Striker

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Vampire mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on any non crafting or gathering skill. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Vampire Lords drift through the pages of history like living shadows—accursed souls chained to undeath by the very forces that empower them. In dimly lit taverns, alongside whispered tales of Dragons and other legendary horrors, travelers speak of eerie encounters and boast of glimpses caught at the corner of a moonlit eye. Whether these sightings are truth or fancy, one thing is certain: the name Vampire Lord stirs fear and fascination in equal measure.

Unlike lesser Vampires who lose themselves to bloodlust or despair, Vampire Lords have embraced their curse, searching its depths to forge a power all their own. They understand their twisted existence at a level few can rival, developing uncanny resistances to the sun’s harsh sting and other infamous banes of their kind. Yet what truly sets them apart is their mastery over the delicate threads connecting the Arcane, Faith, and Astra—allowing them to skirt the borders of Higher Order Magic. Their Vampiric Domination arises from this warped interplay of energies, a distant, corrupted echo of the Mystic Eye once claimed by the fabled Aseria clan of Sorthen.

That unholy gift grants them the power to ensnare weaker minds, exerting a terrible control that echoes across dark corridors and silent chambers. Even so, few mortals have battled a Vampire Lord and returned with their lives, for these lords of night prefer to move in secrecy. Outwardly, they can seem disarmingly regal—yet beneath that lies a being forever dancing on the razor’s edge between life and the endless darkness. Should you cross paths with a Vampire Lord, know this—their secrets run deeper than any mortal can fathom, and their hunger, while tempered, still seeks knowledge and power in their cursed existence. 

Tactical guidance

Playing Vampire Lord

A lot of the vampire lord builds on what the vampire does.

Feeding Frenzy gives you a free bite whenever you down someone while in Blood Frenzy, allowing you to regain 1 mana. If fighting a lot of grunts you can reliably kill, this can effectively half the upkeep cost of Blood Frenzy.

Vampiric Domination is a stronger version of the fascination. You can choose to have a permanent servant, or you can use it more situationally such as to dominate enemies to extract information from them, dominate people of import to have them aid you. They will know what you did afterwards, so it's recommended not to stay around when you're done with them.

Bloodbolt is a simple ranged option that can be lacking as a normal vampire. You can invest HP into it for extra damage, but this might not be worth doing in most cases unless you plan to Blood Frenzy shortly after.

Your Secret Art: Bloody Ritual is a powerful AoE ability. The damage is guaranteed unless the tether is broken and if you can hit enough enemies with the ability, you can even refund the mana you spent on it. Due to the range on the ability and the slowing effect, it can be a powerful zoning tool even if enemies do manage to break it.

Vampire Lord

Class features

Abilities unlocked

Complete rules for every ability granted by Vampire Lord.

Key ability

Lord's Dominion

Class feature
Grants+1 stat pointPresence

Benefit 1

You can partially resist the effect of the sun. You may now spend 1 round in the sun before you start taking damage. Spending a turn outside of the sun resets this effect, giving you another round where you do not suffer the negative effects.

Benefit 2

You gain +1 Vampire Lord bonus to Presence.

Ability

Bloodbolt

1 AP
Range
60ft
Keywords
Overcharge

You make a Light attack against the target.

Overcharge: You may spend X HP to increase the damage the attack deals by X. X may not exceed your Toughness.

0 RP
Range
Self

You may use this after reducing an enemy’s hit points to 0 or less.

You may immediately use your Vampire Bite ability for 0 RP against the enemy you downed.

Requirements

Must be under the effects of Blood Frenzy.

4 AP
Range
20ft

You mentally dominate the target. The target immediately considers you their master and they will serve you like a loyal servant. You may command them and they will obey most commands. Any command that is obviously suicidal or completely goes against their nature (for example: telling a servant to jump off a cliff or to kill their own child) will end the domination prematurely. This effect lasts until dispelled, they die or until you use Vampiric Domination on another target.

After the effect ends, the target will remember everything it was forced to do while it was your servant and it cannot be affected by Vampiric Domination again for a year.

Requirements

Target must be under the effects of Vampiric Fascination

2 AP3 MP
Range
40ft

You create a blood tether to all enemies within range, causing them to be Slowed. The tether lasts until the start of your next turn or until they move out of the range of this ability.

At the start of your next turn, the tethers explode, dealing Heavy damage to all tethered enemies as it sucks the life energy from them. For every enemy dealt damage with this ability, you recover 1 Mana or 5 HP (your choice). If an enemy dies while under the effect of the tether but before it explodes, you also gain this regeneration effect.