Warlock
Base Class: Warlock

The crimson Malifact is not an entity that can be seen or touched, nor is it communicated with by words. Instead, it is a form of symbiotic curse that seeks out those who seek to commit bloodshed. It appears before them in a pool of blood and offers to give them power unlike they have ever seen. 

With its power, the host can control his own blood and spilled blood of their enemies. Just as easily as they could wave their own hands. They control the flow of the red liquid as an aquamancer would control water. However, the power given by the Malifact is far more sinister as the only thing it asks in return is the blood spilled with the power that it offers it's host.... 

Expanded Spell List

1st-level Crimson Malifact feature

The Crimson Malifact 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.

Crimson Malifact Expanded Spells
Spell Level Spells
1st  Sleep, Mage Armor
2nd   Lesser Restoration, Blindness/Deafness
3rd   Animate Dead, Slow
4th   Control Water, Stoneskin
5th   Greater Restoration, Contagion

Blood Drops

1st-level Crimson Malifact feature

Starting at 1st level when you choose this patron, you gain the ability to control blood and form Blood drops, which are large amounts of blood that you control telepathically. You gain a blood drop whenever you deal damage to a medium or larger creature with a spell or attack. However, on your turn, you can reduce your maximum health by 5 in order to gain one blood drop (no action required). You can only control a number of blood drops equal to your Charisma modifier (minimum of 1). You are proficient with your blood drops, but only adding bonus to attack rolls and not damage rolls.

While you have blood drops, you have a special melee weapon that you can use. This weapon has a reach of 20 feet and deals 1d6 slashing damage for each blood drop you have. The damage die used for blood drops increases to 1d8 at 7th level, then to 1d10 at 14th level.

Each blood drop is consumed by your Patron an hour after you gain it. Your hitpoint maximum also returns to normal when this happens if you reduced them with this feature.

Your Blood Drops are also considered magical to overcome non-magical immunity.

Blood Binding

Starting at 6th level, you can bind a creature by injecting blood drops into them and controlling their bodies from the inside. Whenever you hit a creature with your blood  drop weapon, you can expand any number of them when you hit with an attack and inject them into the target. The target suffers the following effects based on the number of blood drops you inject into them. These effects are cumulative and you can extract any injected blood drops as a bonus action.

  • 2 Drops: Their speed is halved until the end of your next turn.
  • 3 Drops: They have disadvantage on all melee and ranged weapon attacks until the start of your next turn.
  • 4 Drops: They have disadvantage on strength and dexterity saving throws until the end of your next turn
  • 5 Drops: At the start of their turn they must make a constitution saving throw (DC is your Spell save) or they are paralyzed until the start of their next turn.

To activate the same ability on your next turn, you must pull out your blood drops and reinsert them back in. You must concentrate on this feature as you would a spell. Each injected blood drop still counts towards the number of blood drops you can control. This feature also works on constructs and undead.

Eldritch Cloting

Starting at 10th level, whenever you are attacked by a melee or ranged weapon you can use your reaction to manipulate your blood.
When attacked you can use your reaction to roll 1d6.

  • On a 1: You take the full damage as your blood couldn't react quick enough.
  • On a 2-3: You take half damage as your blood started hardening itself.
  • On a 4-5: You take no damage as your blood finished hardening itself in time.
  • On a 6: You take no damage and as long as you have 1 blood drop active and the enemy is within range, you may make a single attack back with your blood drop.

 

Sanguinary Puppets

Starting at 14th level, the number of blood drops you can control increases by 2. Additionally, whenever a large or smaller creature dies while it is injected with at least two blood drops, and it still has an intact body, it remains in the initiative order. However, on its turn, it stands back up and you can control them. You can have it perform any action that you've seen it perform, or know it can perform. However, it can not cast spells.

A creature resurrected this way doesn't take damage but it can be lost if an attack or effect would otherwise obliterate their body. However, they can only perform a number of actions equal to the number of blood drops they were injected with when they died. After that, they fall apart and their bodies are no longer usable.

Previous Versions

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