Warlock
Base Class: Warlock

You are part of a special few that can use blood magic and use it for defensive, offensive, and special purposes. You might even be part of the Blood Clan and have stronger blood abilities.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Blade of Blood

When you have a free hand you create a blade out of your own blood or someone else’s blood to fight. The sword has a +6 to hit and deals 4d8 necrotic damage and enemy must make a Con save are take 2d6 per round. You can use this any amount of times.

Blood pills

You create up to 5 pills per short. The pills can heal up 3d10 per pill.

Blood Magic Control

Three times per short rest you can control anyone in a 40ft radius and they must make a Int saving throw of 17 to pass. If they fail you can control them until they are either dead or they pass the saving throw. You can make them attack enemies while you control them.

Blood Enhancement

You use your blood magic to boost your magic spells by 4d8 only 4 times per short rest.

Blood Body

You can create 2 blood body parts to help you battle. You can use this a infinite amount of times but can only have 2 body parts.

Blood Wings: Gives you 40ft of flying speed
Stretch punch: Gives you stretchy arms that can reach 30ft and has a +7 to hit and deals 3d6 bludgeoning damage.
Blood scope: Give you a +5 to hit with any range attack or spell.
Blood Armor: Give you a +3 to your armor class.
Blood Scythe: Creates a scythe that has a +6 to hit and deals 4d8 slashing damage and can used as a throwing weapon and can come back as a bonus action.

Nausea Blood

Every time you use anything that has to do with your blood weapons are enhancements the enemies that are in a 30ft radius must make a Con save of 19 or throw up and lose a turn.

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