Base Class: Warlock
Expanded Spell List
1st: Bane, Healing word.
2nd: Blur, Gentle Repose.
3rd: Vampiric Touch, Wall of Water.
7th: Symbol, Regenerate.
9th: Weird.
Bloody Chance
Starting at 1st level you are able to connect and offer your life force to your patron. As an action take 1d4 damage, for the rest of this turn you may add half of the total (rounded down) to your Attack and Damage rolls. Additionally this effect increases as you gain levels in Warlock, taking 2d4 damage at 3rd level, 3d4 damage at 7th level, 4d4 at 13th level, and 5d4 at 19th level. When you take damage from the Bloody Chance feature roll 1d10, a random effect that lasts 1 turn will occur.
1: You may choose 1 additional target for a Spell to attack/effect.
2: A Wall of Coagulated blood surrounds you, gain +2 to your AC.
3: The Area of effect on your spells gain 5d10 (rounded down to the nearest 5th or 10th foot).
4: The Crimson King demands more blood be spilt, on your next turn if you use Bloody Chance you take 2d4 more damage.
5: The effects of your spells last 1 additional turn or 1 additional hour if its duration is time based.
6: An unfriendly Ghoul appears until the end of your next turn, the Ghoul attacks only you for this turn.
7: You may choose 1 creature you can see or choose yourself, adding your proficiency bonus to damage rolls until the end of your next turn.
8: Regain a number of spell slots you have, equal to damage total you took from Bloody Chance
9: The Crimson King protects his loyal servant and casts Bestow Curse upon two enemies of your choice.
10: You may reduce the damage you take from enemies attacks equal to the total you took from Bloody Chance until the end of your next turn.
Warrior Coated in Red
Starting at 1st level the Crimson King watches your journey with a close eye ensuring you fulfill your duty and survive the challenges you face. At the end of each day the Crimson King will examine your life force spent that day and grant you a benefit based on how much of your own life you dedicated to his pact that day. The effects last until you begin your next long rest after losing hit points that day.
One-Quarter: If you have lost 1/4 of your hit point maximum, you may reroll damage rolls once per turn for this day. (You must take the new roll)
Half: if you have lost 1/2 of your hit point maximum, you may add your proficiency bonus to saving throws you aren't already proficient in for this day.
Three-Quarters: if you have lost 3/4 of your point maximum, once per turn you can choose one attack to take half damage from. (You must declare the attack you choose before damage is rolled)
Crimson Knight
Starting at 6th level the blood you have spilt follows your spiritual being like a crimson shadow ever so slightly visible through the shadow you cast in sunlight. Whenever you drop below half of your hit point maximum on your next turn you may manipulate your lost blood into a Crimson Knight which you command, you may choose for this crimson copy of yourself to take its turn before or after your own turn for Initiative. The Crimson Knight has hit points equal to half of your hit point maximum, its AC is equal to 16 and it can take any 1 Action and 1 Bonus Action on its turn that you have, the Crimson Knight cannot cast spells above 3rd level. The Crimson Knight is not effected by any of the benefits of this subclass, it simply follows your verbal commands and gains a bonus to Attack and Damage rolls equal to your Charisma Modifier (minimum +1).
The Crimson Knight remains in your service until the end of combat or until its hit points are reduced to 0, once you have summoned a Crimson Knight you may not do so again until you finish your next Long Rest.
Release and Flow
Starting at 10th level you become stronger overtime as you take more and more blood away from your enemies. If you deal damage equal to or greater than 30 you may add 1d6 to your damage rolls on your next turn; if you deal damage equal to or greater than 50 you may roll 1d4, on a 1-2 you may choose to automatically succeed a saving throw of your choice, on a 3-4 you may take your attack action an additional time. Finally, if you deal damage equal to or greater than 70 you and all of your allies gain temporary hit points equal to half of your current hit point maximum (rounded down). Once these effects have been granted once you may not receive their benefits again until you slay a creature or until you finish a Long Rest.
Blood Flower Bloom
Starting at 14th level your taste for blood has reached its peak and the Crimson King see's you now as his most loyal warrior. You gain the following benefits during combat.
Fission Coagulation: As a reaction whenever you an attack you may make a Charisma Saving Throw against your own Spell Save DC, if you succeed the attack misses.
Strike from the Heart: For every 15 hit points you lose, you gain 1 additional damage die to your next Melee or Spell Attack.
Fear no Blood: For every 25 hit points you lose, you gain 1 temporary hit point. Once you gain 4 temporary hit points from this effect, until the end of combat you cannot be slain. When combat ends and the only hit points you have remaining are temporary hit points gained from this Pact, you must make all 3 of your death saving throws immediately. The DM will roll 1d4 and the total is how much is subtracted from your death saving throw total each time.
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