Base Class: Warlock
Blood is not merely life — it is legacy, power, and dominion.
Warlocks of the Blood God are chosen by an ancient and terrible power that governs blood in all its forms — as a physical substance, a metaphysical link, and a conduit for violence, memory, and transformation. This god may manifest as a great crimson river flowing through the Astral Sea, a forgotten dragon whose veins still beat beneath the earth, or a pulsing, divine heart that never stops bleeding.
The Blood God demands sacrifice, strength, and supremacy. It teaches that blood must be spilled to gain power — your enemies’, your own, or both. Whether through ritual offerings or battlefield carnage, its warlocks forge a pact that binds their will to this primordial hunger.
To followers of this path, blood is the oldest language and the strongest magic. Every cut drawn, every vessel drained, is a prayer and a promise.
Blood Mark
### Blood Mark
*1st-level Blood God feature*
When you forge a pact with the Blood God, a mark appears somewhere on your body — a shifting rune or a branded sigil carved in blood. This symbol binds your life force to your patron and serves as a vessel for their power.
You gain proficiency in your choice of the Medicine skill or one martial weapon of your choice (such as a glaive, scythe, or whip).
Additionally, when you deal damage to a creature with a spell or weapon attack, you can choose to mark it with your blood sigil. The mark lasts until the end of your next turn. While marked, the creature cannot regain hit points by any means.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.
Level 3: Crimson Pact
When you damage a creature with a warlock spell, you can mark it with your blood brand (no action). Once per turn, when you hit that creature with a spell or weapon attack, you deal extra damage equal to your Charisma modifier (minimum 1).
Only one creature can bear your blood brand at a time.
You also gain proficiency in Constitution saving throws.
Level 3: Crimson Pact Magic
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Level 6: Blood Channel
You learn to sustain yourself through the suffering of others.
When you deal damage to a creature marked by your Blood Mark (see Crimson Pact), you can use your reaction to regain hit points equal to half the damage dealt. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
🩸 Blood in, blood out. Your patron feeds you as you feed it.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Bloodletting Resilience
At 10th level, your body learns to draw strength from spilled blood. When you take damage from a creature within 30 feet that has blood and is not at full hit points, you can use your reaction to regain hit points equal to your Charisma modifier (minimum of 1). You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a long rest.
Additionally, you gain resistance to necrotic damage.
Level 14: Crimson Dominion
As an action, you seize control of a creature’s life force. Choose one creature within 60 feet that has blood. It must make a Constitution saving throw against your Warlock spell save DC.
On a failed save, the creature takes **6d10 necrotic damage** and is **stunned until the end of your next turn**. On a successful save, it takes half damage and is not stunned.
If you reduce a creature to 0 hit points with this feature, you regain hit points equal to **half the damage dealt**.
Once you use this feature, you can’t use it again until you finish a **long rest**.
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