Base Class: Warlock
You've made a pact with a creature of great power which, in one way or another, thrives off of the suffering of mortals. Patrons of this type are as varied as the humanoids whose suffering they relish, ranging from fiends residing in the lower planes with a hunger for blood to powerful fey beings who find humor in pain, even the celestial servitors of Evil or Chaotic-aligned gods may have some use or want for humanoid anguish. Pacts with beings such as this are typically very simple: Power for Suffering, though depending on circumstance, some patrons may impose additional demands. One thing is certain, warlocks who make these pacts must have the mental and physical fortitude to pay the price their patron demands.
Expanded Spell List
The Sadistic 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. Note: Dissonant Whispers and phantasmal force are licensed so they cannot be included in the character sheet automatically, they must be added manually.
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Morbid Insight
Your patron has granted you knowledge of the physiology of humanoids, teaching you where to wound someone in a way that favors pain over mortality. You gain proficiency in medicine if you do not already have it. In addition, if you have dealt damage to a creature outside of combat, you gain advantage on charisma( intimidation) checks against that creature for 10 minutes.
Blood Magic
Starting at 1st level, your Patron demands a sacrifice to grant you access to great reserves of power. Whenever you cast a spell using your Pact Magic feature, you must take necrotic damage equal to twice the level of your warlock spell slots, this damage can not be reduced in any way. In exchange, the spell is cast at one level higher than your warlock spell slots.
At levels 11,13, and 17, when you select a Mystic Arcanum you can choose whether the Arcanum is effected by Blood Magic. If an Arcanum is selected to be effected by Blood Magic, it is always cast at one level higher than normal but the necrotic damage taken is equal to twice the level of the Arcanum rather than your Warlock spell slots. You can only change this choice when you level up.
Blood Arcanum (6th level)
Your 6th level Mystic Arcanum is effected by Blood Magic.
When you cast your 6th level Mystic Arcanum it is cast as a 7th level spell, but you take 12 necrotic damage when you cast it, this damage can not be reduced in any way.
Blood Arcanum (7th level)
Your 7th level Mystic Arcanum is effected by Blood Magic.
When you cast your 6th level Mystic Arcanum it is cast as a 8th level spell, but you take 14 necrotic damage when you cast it, this damage can not be reduced in any way.
Blood Arcanum (8th level)
Your 8th level Mystic Arcanum is effected by Blood Magic.
When you cast your 8th level Mystic Arcanum it is cast as a 9th level spell, but you take 16 necrotic damage when you cast it, this damage can not be reduced in any way.
Finder's Fee
Once you reach 4th level, your patron's habit of tapping into the pain you inflict upon others has taught you how to pull minor boons from the wounds you create. Once per turn, when you damage a creature, you gain temporary hit points equal to your proficiency bonus.
Life Tap
When you reach 10th level, your patron offers you the opportunity for greater power, at the cost of greater sacrifice. As a bonus action, you can recover a warlock spell slot. However, to do so you must take 5d6 necrotic damage that can not be reduced in any way.
Bottled Anguish
At 14th level, the dangerous magics that you have channeled have built up to a dangerous level, yearning for a release that is stymied by your control. When you are reduced to 0 hit points these energies are released and all creatures within 30 feet of you must make a Wisdom saving throw against your Warlock spell save DC. On failure, a creature takes 5d10 necrotic or psychic damage (you choose when you gain this feature) and is stunned until the end of their next turn. On a success, a creature takes half as much damage and is not stunned.
When this feature activates, you may choose a number of creatures equal to your charisma modifier that are immune to this effect.
Once you use this feature you can not use it again until you complete a long rest.
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