Skyrim Vampire Lord First Person

Sacred Oath

Vampire Lord is a power available in The Elder Scrolls V: Dawnguard, that serves as an extension of traditional vampirism. During the quest Bloodline, the decision between whether continuing to assist the Dawnguard or join Harkon and the Volkihar Clan arises. Choosing the path of Harkon grants.

Comments from the Knuckle: 'Bringing you this spooky Sacred Oath in time for Halloween one shots! Mechanically, this was heavily inspired by the vampire abilities in Skyrim, rather than classic vampires; I had lots of fun writing this one. :)'
Oath of the Vampire Lord
Most paladins' oaths are the result of a conviction that rules their lives. For you, your oath is not just the result of a mere conviction, it is a reflection of your very existence; your blood is tainted by a vampiric curse. Many see vampirism as a terrible affliction with horrific consequences, but you have managed to harness the powers granted by vampirism into an inexorable weapon. You are not a true vampire, but its curse permeates your being, perverting you into an abomination trapped between life and undeath. If you ever interact with a fully blooded vampire, they will likely welcome you as the future of their kind.

Tenets of the Vampire Lord
Polite society has outcast the individuals who swear the Oath of the Vampire Lord, and their Oaths reflect this, placing importance on self-reliance and independence.
Apostasy. The gods of life and death have turned their back on me. My path will not be dictated by their whims.
Consume the Living. The living have outcast me as a monster. My only crime is indulging in what I must do to survive; and I will continue to survive.
Convert the Worthy. There are a few enlightened mortals who recognize my superiority. They are invaluable agents, and must be added to our ranks.
Sow the Bloodline. By sowing my bloodline, I establish a dynasty that will rise from the ashes of a desiccated world to rule over all that remains.
Oath Spells
You gain spells at the paladin levels listed.
Oath of the Vampire Lord Spells
Paladin LevelSpells
3rdcharm person, disguise self
5thdarkvision, invisibility
9thanimate dead, vampiric touch
13thblight, shadow of moil*
17thdanse macabre*, seeming
*This spell is found in Xanathar's Guide to Everything
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Malignant Presence. As an action you can use your Channel Divinity to exude an aura of terror for 1 minute. This aura is centered on you and moves with you. Each creature you choose within a 15-foot radius of you must make a Wisdom saving throw against your Paladin spell save DC or become frightened of you for the duration. When a creature enters the area for the first time or ends its turn there, it must make this saving throw. A frightened creature can repeat this saving throw at the end of each of its turns. On a successful save, a creature is immune to this effect for the next 24 hours.
For the duration, bright light within the area becomes dim light and dim light becomes darkness. You can see in darkness created by this Channel Divinity. You can dismiss the effects of this Channel Divinity as a bonus action on your turn.
Nightstalker. As an action, you can use your Channel Divinity to cause shadows to cling to you for 1 hour. For the duration, you cannot suffer disadvantage on your Dexterity (Stealth) checks, and you gain a bonus to your Dexterity (Stealth) checks equal to your Charisma modifier (minimum of 1).
Aura of the Blooded
Beginning at 7th level, you are permeated by vampiric magic. You and each friendly creature within 10 feet of you gain resistance to cold and necrotic damage. Additionally, when radiant damage is dealt by a melee attack within this aura, you can choose to change the radiant damage to necrotic damage.
At 18th level, the range of this aura increases to 30 feet.
Vampiric Escape
Starting at 15th level, when you are hit by a weapon attack, you can use your reaction to transform into a cloud of mist, as per the spell gaseous form. You gain resistance to the damage of the triggering attack, and you can move up to 30 feet without provoking opportunity attacks. At the end of this movement, you revert to your natural form.
Vampire Lord
At 20th level, you can assume the fearsome guise of a vampire lord. As a bonus action on your turn, you undergo a transformation. For 1 minute, you gain the following benefits:
  • You are considered to be Undead for the purposes of spells that do not restore hit points. Additionally, you do not need to breathe.
  • You grow leathery bat-like wings that grant you a flying speed of 30 feet.
  • Your hands twist into claws. Your unarmed strikes deal 1d8 necrotic damage.
  • When you reduce a creature to 0 hit points with a melee attack, you regain hit points equal to your paladin level + your Charisma modifier.
  • You are immune to necrotic damage.
Once you use this feature, you can't use it again until you finish a long rest.
Changelog: 10/25/18: Malignant Presence changed to have a smaller AoE and a clearer duration.
Reworked the 'Undead' bullet point under the Vampire Lord feature.
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Detail
  • 2Detailed Walkthrough
Choose your side!
Quest Giver:Serana
Location(s):Castle Volkihar
Prerequisite Quest:Awakening
Next Quest:The Bloodstone Chalice or A New Order
Reward:Vampire Lord form (if the gift is accepted)
ID:DLC1VQ02
Home sweet home

Quick Walkthrough[edit]

  1. Escort Serana to Castle Volkihar.
  2. Speak to Lord Harkon.
  3. Either join Volkihar or remain loyal to the Dawnguard.

Detailed Walkthrough[edit]

Escaping the Crypt[edit]

After freeing Serana, exit the cavern by crossing the small stone bridge on the opposite side of the room you came in from, where you will be ambushed by two gargoyles. After dealing with them, head up to the door located to the right of where the gargoyles were hidden and enter a small chamber. This room contains little of note, except for the numerous skeletons and leveled draugr that will attack when you pull the lever to open the next barred gate. Head through the gate to come to a huge amphitheater with several leveled undead pacing about. Here you will find a boss chest with leveled loot and a word wall that teaches a word of the Drain Vitality Shout. Behind the Word Wall is an altar table with a few coin purses and 2 random enchanted weapons. After dealing with the enemies and getting the desired loot, head out through the gated door at the opposite end of the room from where you came in.

Harkon giving players his 'gift'

Castle Volkihar[edit]

Now, you are ready to take Serana to her father at Castle Volkihar. This location is in the northwest corner of the map. You will be able to see it from a great distance away. The easiest way to get there is to take the boat at Icewater Jetty, which is reachable on foot, by fast travel, or by hiring a ferryman to take you there. Activate the boat and you will arrive at Castle Volkihar.

Bone hawks circle overhead and a stone bridge lined with gargoyles is in front of you. Amd 65 muzzle brake. Beyond the Castle looms. About halfway across the bridge, Serana will initiate conversation: she wants you to keep quiet and let her do the talking.

The Watchman will open the gate when he sees his lady. Open the door and step into the castle where Serana's father is waiting. A vampire named Vingalmo will confront you; but he backs off when he sees Serana and goes to announce her to the group gathered in the main hall.

Descend into the hall and watch the reunion between Serana and Lord Harkon. After that, Harkon will initiate conversation with you. He will tell you there is only one thing he can give you to thank you: his blood. You now have a choice to make. You can stick with the Dawnguard and you will be allowed to leave the castle in peace for your service, or you can join the Volkihar vampires and take on the mantle of a Vampire Lord.

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Choosing Vampire Lord[edit]

If you choose to become a Vampire Lord, Harkon will bite you as everything fades out. When you wake up, you and Harkon will be in the Volkihar Cathedral. Harkon will begin teaching you how to use your Vampire Lord powers, which include raising dead and draining life, as well as a claw attack. He also explains a few things, such as his history and that of his family, if you ask him about them. If you are already a vampire, he will say you just contracted a disease and explain that what he offers you is true vampirism. Alternatively, if you happen to be a werewolf at the time, he will state that he can smell it on you, and can purge you of its filth. Once you are done getting acquainted with your new powers, you will be given a quest to fill The Bloodstone Chalice.

A skirmish between the Dawnguard and the vampires

Choosing Dawnguard[edit]

If you decide to stick with the Dawnguard and refuse his offer, Lord Harkon will cast a spell that will teleport you outside the Castle gate. He also 'advises' you to never return. With the castle locked behind you, your only remaining option is to return to Fort Dawnguard and report this new discovery to the Dawnguard. Once you arrive, you will find the fortress under attack by a band of vampires. After defeating the vampire attackers, you should speak to Isran and tell him what you discovered. Following this report, he will give you the duty of seeking out some of his old allies to create A New Order. Following the Dawnguard side of the questline will cause Fort Dawnguard to be rebuilt and refurnished. You will also have access to Crossbow upgrades and Armored Trolls.

Notes[edit]

  • While in the castle during this quest, you can't draw your weapon, cast spells, shout or do anything aggressive. However, you are free to take anything in the keep without it being identified as thievery, although many of the doors are locked (and can't be picked).
  • You can still become a Vampire Lord if you choose to side with the Dawnguard, though it will not be possible until later in Dawnguard's main questline. If you do, your allegiance to the Dawnguard remains unchanged, though many of the Dawnguard will treat you with hostility and not offer services until you're cured.
  • Siding with the Dawnguard allows access to some unique rewards. Specifically, the Ancient Technology quests allow you to smith crossbows and crossbow bolts, both steel and dwarven, and Lost Relic quests allow you to recover three unique magic items. Similarly, if you join the Volkihar side, the Ancient Power, Amulets of Night Power and Rings of Blood Magic quests help you enhance your Vampire Lord abilities.
  • If you exit the conversation when Lord Harkon tells you to make your choice, and take too long to give an answer, he will banish you from the castle as if you chose to refuse his gift.
  • If you are a werewolf, siding with Lord Harkon will cure your lycanthropy. However, you can become a werewolf again by asking Aela (which will cure your vampirism), and any lycanthropy perks which you had will be restored. You can restore your lycanthropy this way only once. You cannot advance in the Volkihar questline or use any of the vampire clan's services except when you are a vampire.
  • If you try to bring Serana to Fort Dawnguard, she will refuse to go near it, having 'a bad feeling about this place'. Isran will tell you to do as she asked in order to discover what it is all about, even if you tell him she's a vampire.

Bugs[edit]

  • If you have already discovered Castle Volkihar, then after speaking to Serana for the first time when she is released from the sarcophagus she will automatically initiate dialogue with you that normally occurs shortly after arriving at Castle Volkihar. This may prevent you from entering the castle and continuing the quest.
    • This bug is fixed by version 2.0.3 of the Unofficial Dawnguard Patch.
    • You can circumvent this issue by clipping through the wall on the right while standing on the railing. This gets you past the gate and able to access the door.
    • You can glitch through the gate by holding up a large plate/platter against the gate, then using Whirlwind Sprint to sprint into the gate and pass through it. See YouTube for demonstrations of the plate glitch technique.
    • Use the command tcl to move through the wooden gate and enter the castle to continue the quest.
    • use console player.moveto 03003ba8 to meet Harkon inside the castle and that would have you start quest next quest. however, you have to fast travel to complete the quest 'bloodline'.
    • use console disable (02017d59) to remove the gate
  • Serana may not enter the castle with you. The door will lock (requires key) behind you, and trying to talk to Harkon will display the 'this person is busy' message.
    • Target Serana with the console when outside, use moveto player command once inside, then resetai.
  • After accepting Harkon's gift and transforming into a Vampire Lord, you may be permanently frozen, unable to move at all.
  • After your vampire induction, the other vampires in the castle will treat you as a mortal. This seems to happen because exiting the Vampire Lord form reverts the race of the player to what he was before being transformed, and you cannot revert back without using Revert Form. Changing in to a Vampire Lord for the first time, do not stand too close to Harkon, as the transformation causes damage to everyone nearby, which may make castle vampires hostile.
    • If you are unable to start the quest after you have turned into a vampire and you try talking to Garan Marethi, all he tells you is to go back to Lord Harkon and get changed back to a vampire, and you are unable to start the conversation with him. To fix this on PC, do the following: open the console, and type player.setrace <race>racevampire, replacing <race> with the name of your race (e.g., player.setrace darkelfracevampire if you are a Dark Elf).
  • If you refuse Harkon's gift and are returned to the boat landing, the quest A New Order may fail to start.
    • You can fix this by entering either setstage DLC1HunterBaseIntro 20 or setstage DLC1HunterBaseIntro 30, followed by setobjectivedisplayed DLC1HunterBaseIntro 20 1 or 30 1 into the console.
    • If the above does not work playerfollowercount's value may be the issue. To fix this load a save from BEFORE you open Serana's sarcophagus. Dismiss any current followers, using set playerfollowercount to 0 if necessary (may as well to be safe) then proceed through the quest as normal.
  • Harkon may equip the Banish spell, but just stand and stare at you if you refuse to become a vampire.
  • After speaking with Harkon about accepting his gift, he may not transform. If you approach him and talk to him again, he will continue to repeat the same introduction dialogue.
  • After speaking with Harkon about accepting his gift, he may not transform, instead simply standing there. If you approach him and talk to him again, he will make noises ('Yeargh') and still not transform.
    • Start a new game WITHOUT Dawnguard installed (don't enable Dawnguard for NMM users), Save, Exit the game, Install Dawnguard (enable Dawnguard for NMM users), Start the savegame previously made without Dawnguard and the bug will not appear in that Save. This procedure not allow to remove the bug from other savegames made with Dawnguard Installed (Enabled). (Tested with Nexus Mod Manager for an easy uninstallation/installation of Dawnguard)
    • Reload to a save after entering DimHollow Crypt, wait 30 days, then proceed with the quest. this resets all dungeons, characters, etc.. this also fixes the bug where you die after being bitten by Harkon.
  • If you choose to accept Harkon's gift, you may die when he bites you and be forced to go back to your last save.
    • Before talking to Harkon, use the console commands setstage DLC1VQ02 40 followed by setstage DLC1VQ02 180. Talk to him and he will say that you have forsaken his gift, but will offer it to you again. Simply accept it and you will gain the Vampire Lord power without dying from his bite.
    • You can also try standing behind one of the tables in the room before Lord Harkon addresses you. From there, he won't be able to lunge at you so you won't die, but you'll receive his gift anyway.
  • When leaving the castle after becoming a Vampire Lord, you may be attacked by the entire castle.
    • This bug may be due to using mods that alter followers behavior. If you can't enter the castle the first time with Serana you can use the console to move in, open the console and type player.moveto 020033b3, prid 02002B74, moveto player and move back to the door. That way the quest remains untouched.
    • You can also change to your human form, go into sneak mode, and type tcl in the console to reach the door to Skyrim undetected. After you exit the castle you may enter again as normal.
    • Write in the console tdetect and they won't attack you but remember when you go out the castle just turn it off by writing tdetect again in the console.
  • If you have a follower along, after you are banished from Castle Volkihar, they may be stuck between the portcullis and front door of the castle when you wake up outside. If you tell them to wait before going in, they may be gone after you're banished.
    • This bug is fixed by version 1.2.4 of the Unofficial Dawnguard Patch.
    • In the latter case, it may be that the follower is actually inside the castle, rather than simply gone.
  • When Harkon is explaining his gift to the player, Imperial vampires are not recognized due to a missing condition check.
    • This bug is fixed by version 2.0.1 of the Unofficial Dawnguard Patch.

Quest Stages[edit]

Bloodline (DLC1VQ02)
StageFinishes QuestJournal Entry
5While exploring Dimhollow Crypt, I freed a young woman from an ancient sarcophagus. She asked me to guide her home, to a castle off the northern coast of Skyrim.
10
Objective 20: Speak to Harkon
20I learned that the mysterious woman I freed from Dimhollow Crypt is named Serana. Her father Harkon is a powerful vampire lord, and in gratitude for bringing his daughter home, he offered me the gift of his blood. Now I must choose whether to accept the gift.
25When I brought Serana back home after freeing her from Dimhollow Crypt, her father, a powerful vampire lord, offered me the gift of his blood. I refused the gift, and was banished. Now I must return to Vigilant Tolan and tell him what happened.
30When I brought Serana back home after freeing her from Dimhollow Crypt, her father, a powerful vampire lord, offered me the gift of his blood. I refused the gift, and was banished. Now I should return to Isran and tell him what happened.
40When I brought Serana back home after freeing her from Dimhollow Crypt, her father, a powerful vampire lord, offered me the gift of his blood. I accepted the gift and joined his court.
180When I brought Serana back home after freeing her from Dimhollow Crypt, her father, a powerful vampire lord, offered me the gift of his blood. I accepted the gift and joined his court.
190When I brought Serana back home after freeing her from Dimhollow Crypt, her father, a powerful vampire lord, offered me the gift of his blood. I refused the gift, and was banished. I returned to Isran and told him what happened.
200
(This was intended to be displayed at the end of Stage 30, but that stage was instead bumped to A New Order. At the point that stage was abandoned, there was also a scripting error that would have caused this not to be displayed in any event.)
  • The following empty quest stages were omitted from the table: 0, 6, 7, 8, 9, 15.
Notes
Prev:AwakeningNext:A New Order or
The Bloodstone Chalice
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