Base Class: Warlock
Patron: Cruorguis
Blood manipulation works with spell levels aswell with the users own lifeforce, Warlocks choosing this subclass gain an additional hit die and may choose to use their constitution as their spellcasting modifier. additionally if the user is poisoned any blood spell that hits a living target will also be inflicted with the same poison.
leveled blood type spells can be cast without expanding a spell slot if the user uses xd6 of their hp where x is the level of the spell, the user is allowed to cast spells 1 level higher than their maximum spell level this way. if they can cast 3rd level spells they may use this ability to cast them at 4th level
once per long rest they can use the blood of a deceased creature to cast a spell without expanding a spell slot and without using hp
Cantrips:
Crimson blast (blunt): Fire an arrow made of the users blood at the target within 80ft, the target takes 1d8 physical damage
Hardened veins (Concentration DC(Difficulty Class)13): The user hardens the blood in their veins creating a form of armor. the user gains +3 to Ac(Armor Class) for 10 minutes
Level 3: Blood manipulation spells
1st level spells:
Crimson Bind: The user uses their blood to create a net to trap their targets, the target must succeed a dc15 con save or become entrapped for 5 turns. the target may try to free themselves each turn by succeeding a strength check DC14. If this spell is cast at higher levels the Con save and Str check both scale by 1 for each level above first
Blood Bombs: The user creates multiple high density orbs of blood in a 10ft radius, any creature trapped within or entering the space must make a DC15 Con save, on a fail they take 2d8 Physical damage and half if they succeed. If cast at higher levels the number of damage dice scale by 1 for each level above first
Red Burst (piercing): The user can use their blood to generate spikes from their body and pierce all creatures within melee range. any creature hit by this takes 2d10 piercing damage and cant use a reaction till the start of their next turn. If cast at higher levels the number of damage dice scale by 1 for each level above first
Lake of blood: the user creates a 80ft diameter field of blood, any create that starts their turn or enters the lake must succeed a dc15 con save or become pierced by a blood spike and take 1d6 damage. the lake is treated as difficult terrain. If cast at higher levels the number of damage dice scale by 1 for each level above first
2nd level spells:
Crimson Shuriken (Slashing): the user shapes their blood into a large flat disc and hurls it at great speed to a creature within 100ft. On hit the creature takes 3d8 slashing damage. If cast at higher levels the number of damage dice scale by 1 for each level above second
Blood prison: the user sends several small orbs of blood to a creature within sight and conjures numerous spikes from them which impale the targets body, on hit the target takes 3d10 piercing damage and cannot move for 3 turns, at the start of their t
Level 3 spells:
Piercing Blood (Blunt, Piercing): the user condenses a high amount of blood between their palms and shoots it out at a creature within sight. On hit the creature takes 6d10 (- 1d10 for each 40ft travelled) Piercing/Blunt damage and is pushed back 10ft. If cast at higher levels the number of damage dice scale by 2 for each level above third.
Wall of blood: Create a 10ft high and 30ft wide wall of solid blood, once per turn you can push the wall 60ft into a direction of your choosing, any creature caught in the path takes 5d6 blunt damage or half on a succesfull save and must make a dc14 dex save or become prone.
Level 6: My blood is your blood
If the targeted creatures current HP is lower than your spell dc modifier you can use your action to take control of it and manipulate it like a puppet
Level 10: Blood from beyond
Once per long rest you can call upon your patron to burst the blood of your enemies from inside, when called any living enemy creature within 150ft of you must make a dex 15 and con 15 saving throw, they take 8d10 physical damage or half that much on a succesful dex save, they become poisoned for 6 turns if they fail the con save
Level 14: Being of Blood
Once per long rest, you can use your blood to create a clone of yourself, the clone has your current spell slots and hp, the clone lasts for 10 minutes (5 minutes if its raining)
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