Base Class: Warlock
You have made your pact with the gods who watch over the balance of life and death. Your creed, as dictated by the force with whom you’ve made your pact, is the balance of life and death in the universe must be maintained. In order to take life, life must be given back. Your patron may be a similar deity that a Cleric of the Grave Domain may follow or it may be a similar being of equal power from another plane of existence, if you so choose.
Blood Magic Features
|
Warlock Level |
Feature |
|
1st |
Expanded Spell List, Life Drain, Power From Life |
|
6th |
Improved Hit Dice, Blood-Infused Spells |
|
10th |
Trade Life |
|
14th |
Life From Death |
Expanded Spell List
Your patron lets you choose from an expanded spell list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Arbiter Expanded Spells
|
Spell Level |
Spells |
|
1st |
Bane, Bless |
|
2nd |
Aid, Scorching Ray |
|
3rd |
Beacon of Hope, Bestow Curse |
|
4th |
Fire Shield, Stoneskin |
|
5th |
Contagion, Greater Restoration |
Life Drain
Starting at 1st level, you gain the ability to use your action to magically drain the life force of a single creature. Choose a creature you can see within 60 feet of you. The target must make a Constitution saving throw against your Spell Save DC. On a failed save, the target takes 1d6 necrotic damage and you regain an amount of hit points equal to half the damage dealt, rounded down (minimum of 1). If the target creature resists the necrotic damage, the hit points restored are also reduced accordingly.
This ability’s damage improves when you reach certain levels in this class: 1d6 at 1st level, 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Power From Life
Also starting at 1st level, you can convert your life force into power through the influence of your patron. You use your bonus action to consume your current hit points to regenerate an expended Warlock spell slot of the level you can currently cast. You cannot gain more spell slots than the maximum amount of spell slots you have according to the leveling table in the Warlock class. You take an amount of necrotic damage as shown in the table below that cannot be reduced in any way and bypasses any temporary hit points you might have. The amount of damage taken for each level spell slot is shown in the table below.
|
Spell Slot Level |
Necrotic Damage Taken |
|
1st |
10 points of necrotic damage |
|
2nd |
15 points of necrotic damage |
|
3rd |
25 points of necrotic damage |
|
4th |
35 points of necrotic damage |
|
5th |
50 points of necrotic damage |
However, this power is not guaranteed to work. Your patron demands equal sacrifice, so if you would be reduced to 0 hit points by only a portion of the damage instead of all of it, or if you somehow do not take every point of damage inflicted by this feature upon using it, the spell slot is not regenerated. For example, a Warlock following the Blood Magic Patron at 1st level might have 9 current hit points. If they were to use their bonus action to take 10 points of damage, their spell slot would not be regenerated. If they had 10 current hit points, they could take the 10 points of damage, and the spell slot is regenerated, but they would also fall unconscious and must begin making death saving throws. However, if the Warlock had 11 current hit points, they could use their bonus action to consume 10 of those hit points and use their action to cast a spell using their newly regenerated spell slot, leaving them with 1 hit point remaining.
Improved Hit Dice
Starting at 6th level, your life force is constantly in flux due to the abilities granted to you by your patron. Whenever you take a short rest and roll any Hit Dice to regain hit points, any and all Hit Dice you roll automatically rolls the maximum number possible for it to roll.
Blood-Infused Spells
Also starting at 6th level, you gain the ability to use your life force to alter your spells as you cast them. You gain one Metamagic option from the Sorcerer’s Metamagic class feature, which follows all the same rules as it normally does. Instead of expending sorcery points to use your Metamagic feature, you expend an amount of hit points equal to 10 times the amount of sorcery points required to use the feature. You can also optionally use your Metamagic feature when you use your Life Drain feature. Treat the Life Drain feature as a cantrip for the purposes of determining how many hit points it costs to use your Metamagic feature on it. For example, if you use the Metamagic feature Empowered Spell, you expend 10 hit points to do so since it costs 1 sorcery point normally. Conversely, the Heightened Spell Metamagic feature will cost 30 hit points to use since it normally costs 3 sorcery points. This damage bypasses temporary hit points and cannot be reduced in any way. Similar to your Power From Life feature, if you do not take every point of damage inflicted by this feature, the Metamagic feature does not activate on the spell.
If you take the Twinned Spell Metamagic feature as your Metamagic option and elect to use it on your Life Drain feature when you cast it, you drain the life force of both creatures affected, healing from both creatures.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Trade Life
Beginning at 10th level, you can use an action to touch a creature and magically transfer your life force to that creature. As part of this action, you may expend any amount of current hit points that you have. This damage bypasses any temporary hit points you have and cannot be reduced in any way. The target creature is healed for an amount of hit points equal to the amount that you expended.
Alternatively, if the target is a willing creature, you can touch the creature as an action and magically consume their life force to bolster your own. The creature expends any amount of current hit points that they have and restores an equivalent amount of hit points to your current hit points. The damage inflicted on the target creature bypasses any temporary hit points they have and cannot be reduced in any way.
Life From Death
Starting at 14th level, your power over the forces of life and death waxes to its full strength. Whenever you deal necrotic damage to a creature using a spell of 1st level or higher, you regain hit points equal to half the damage dealt. If the spell would target multiple creatures, you may only heal from the damage dealt to one creature of your choice (for example, you cast the arms of hadar spell that affects three creatures - if two resist the necrotic damage and one does not, you may choose to heal from the one that does not).
If you chose the Twinned Spell Metamagic feature via your Blood-Infused Spells feature and you use it to have a spell deal necrotic damage to multiple creatures, you heal from each creature affected by the spell (for example, you cast the blight spell and infuse it with your Twinned Spell Metamagic to have it target two creatures - you heal for a total amount of hit points equal to half the amount of necrotic damage taken by the first enemy plus half the amount of necrotic damage taken by the second enemy).
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