Warlock
Base Class: Warlock

An ancient entity that claims absolute domination over the blood of living creatures has granted you a sliver of its power in exchange for you to further its purpose. What that purpose is is unbeknownst to you. This entity has granted you control over both your own blood, and the blood of others. You’ve learned how to locate the weave within the flowing veins to manipulate it to your liking.

Expanded Spell List

The Blood Lord 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.

Blood Lord Expanded Spells

Hemoplasia

Starting at 1st level, you derive your power from the magic weaved within your blood. You gain the tough feat.

Spellcasting Ability

Constitution is your spellcasting ability for your warlock spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Blood Weave

At 1st level, whenever you cast a warlock spell that deals damage, you may choose to expend a hit die. If you do, roll 1d8. You take damage equal to the amount rolled. The damage type of the spell cast is changed to blood damage (creatures with resistance, immunity, or weakness to necrotic damage gain the same to blood damage).

Each creature that takes damage from a spell cast in this way takes an additional amount of blood damage equal to the amount rolled when using this ability.

Blood Curse

Whenever a creature takes blood damage from you, they must make a Constitution Saving Throw equal to your Spell Save DC. If they fail, they are marked with a blood curse.

Creatures effected by your blood curse suffer the following effects:

  1. The effected creature cannot take the dash or disengage actions as an action or reaction.
  2. Attack rolls the effected creature makes are made with disadvantage.
  3. At the start of each of its turns, the effected creature takes 1d4 blood damage. After doing so the creature must make another Constitution Saving Throw, as a free action, in order to purge the blood curse. This damage scales to 1d6 at 6th level, and 1d8 at 14th level.

This effect does not work against creatures without blood.

Sanguine Augmentation

Starting at 6th level, you have learned to use your blood to temporarily heighten your energy. You may, as a bonus action, expend two hit die. If you do, roll 2d8. You take damage equal to the amount rolled. You regain a spell slot. If you cast a spell that deals damage with that spell slot, the spell's damage type is changed to blood damage.

Arcane Hemorrhage

At 10th level, you've learned to wield blood as a threat. Whenever you see a creature, including yourself, bleed, you may, as a reaction, do one of the following effects:

If the target is a creature other than yourself, you may cause the blood within the creature to spurt out. The creature must make a Constitution Saving Throw equal to you Spell Save DC. On a failure, the creature takes 4d8 blood damage and falls prone. On a success, the creature takes half damage and automatically succeeds it's Saving Throw against your Blood Curse from this damage.

If the target is yourself, you may deal 2d8 damage to yourself. If you do, you may cast a spell without expending a spell slot. The spells damage type is replaced with blood damage.

You may use this ability a number of times equal to your Constitution Modifier.

Blood Aegis

At 14th level, you've learned to protect yourself with your own blood. While you have no more than half of your maximum hit points left, you may, as a bonus action, choose to wield your blood as a barrier around you. If you do, you gain +5 AC and weakness to all damage types (if you are already resistant, it turns to normal damage, and this does not affect immunities).

While in this barrier, you gain the following effects.

  • You may choose to change the damage type of any spell cast to blood damage.
  • Whenever a creature takes blood damage from you, you gain hit points equal to half of the amount of damage rounded down.
  • You may, as an action, choose to burst the barrier. If you do, you take 4d8 damage. Any creature within 30ft of you must make a Dexterity Saving Throw equal to your Spell Save DC. If they fail they take 4d8 blood damage and are immediately effected by your Blood Curse. If they succeed they take half damage. After which the barrier drops.

The barrier lasts for 1 minute. If at any point you surpass half health, the barrier drops immediately. You may choose to drop the barrier without bursting it as a bonus action.

You may use this ability once per long rest.

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