Warlock
Base Class: Warlock

Your patron is the illusive and callous god of blood. Your pact with this god will let you learn the dark secrets of blood magic.

As one of blood, you may feel yourself change, personality-wise. You may become more ruthless, filled with bloodlust, or possibly otherwise insane. You may feel longing for times of war and turmoil that your patron past experienced. You know your journey is here, though, to bring "destiny" to those unlucky enough to cross you.

 

Expanded Spell List

The Blood God 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.

Spell Level Spells
1st Command, False Life
2nd Blur, Detect Thoughts
3rd Blink, Phantom Steed
4th Banishment, Death Ward
5th Geas, Dominate Person

Blood-soaked Artist

Starting at 1st level, your maximum hitpoints are increased by your current level plus your Charisma modifier.

Proficiency is also gained with all martial weapons.

Curse of Blood

Starting at 1st level, you can use your action to empower yourself with the Curse of Blood. 

When in your Curse of Blood form, your eyes gloss over, bloody-red to anyone seeing you, feeling your heart beat faster and faster as your blood flows through you. You gain advantage on all melee attacks made against creatures. You can choose to take 4d6 damage as a bonus action to infuse your weapon with your blood and gain extra damage on your next attack equal to half the damage taken. Your speed is also increased by 15 for the duration of the form.

The Curse of Blood lasts for 1 minute or until an action is used to terminate the form. It cannot be used again until you take a long rest.

Oblation of Blood

Starting at 6th level, the Blood God shows his faith down on you for completing his bidding. When you reduce a creature to 0 hitpoints with a melee attack, you regain the equivalent to 3d4 hitpoints at 6th level, 3d6 hitpoints at 10th level, and 4d10 hitpoints at 14th level. You also gain a blood infusion on your next turn, adding extra damage to your weapon equal to however many hitpoints you regained back.

Any creatures reduced to 0 hitpoints in a 30-foot radius around you boost your abilities for your next turn, a treat from the Blood God himself. You gain extra damage from the Blood God's will flowing through you, damage of 2d10 at 6th level, 3d12 at 10th level, and 4d12 at 14th level.

Earsplitting Screams - If you start your turn empowered by the Oblation of Blood or are otherwise unable to concentrate (e.g. incapacitated, prone, or likewise), you must make a DC 13 Wisdom saving throw. Upon a failed save, you temporarily lose control of your body to the Blood God. On this turn, you must move towards the nearest visible creature and take the Attack action upon this creature. If you cannot reach this creature, take the Dash action towards it instead.

Bloody Trance

Starting at 10th level, you no longer have to sleep at night to waive off exhaustion. You can choose to go into a bloody trance at nights, a ritual connecting yourself closer to the Blood God whom calls you his own. This ritual will give you advantage on all saving throws for the day, but can only be done once a week safely. If done more than once in a week, dire consequences may arise.

Sanguine Revenge

Revenge Attack
Starting at 14th level, when you hit a creature with a melee attack, you can use this feature to afflict bloody wounds across the target instantaneously. The target takes 12d10 necrotic damage, and you cannot use this feature again until you finish a long rest.

Essence of Sanguine Revenge
You can also call upon the Blood God to bless you once more. This may be your final move, but you do what it takes to win. You sprout flesh-covered, bony wings from your back, your hair starts to change to a dark crimson colour, your eyes are covered with blood, and your voice becomes deep, raspy, and distorted. You cannot use the Curse of Blood while in this form.

While you are the essence of Sanguine Revenge, you gain advantage to all attacks, not just melee ones. You also gain a flat 10 damage bonus to all melee attacks. You have a flying speed of 30 feet, an additional 20 feet of normal movement. All creatures, except for fiends, within 20 feet of you and have vision of you must make a DC 16 Wisdom saving throw or they will be frightened of you. This form lasts for 10 minutes and cannot be terminated by an action.

Sanguine Revenge is a very painful form to keep up, and upon finishing the form some lasting effects may be left (DM's discretion). You also take 12d6 damage upon finishing the form. If this damage is enough to kill you, you go down to 1 hit point and gain a point of exhaustion.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2022 12:10:13 AM
21
1
1
Coming Soon
9/29/2022 12:12:52 AM
13
0
1.1
Coming Soon
9/29/2022 4:28:08 AM
22
0
1.2
Coming Soon
10/3/2022 7:17:03 PM
24
1
1.3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes