Warlock
Base Class: Warlock

This patron is not like other patrons, not to say that any two patrons were ever truly alike, but this one brings new measure to the differences you could draw between them. The blood god is a collective of many minds, a symphony of fathomless melodies, the hum of unending whispers, and the climax of countless screams.

They are many, yet one. They are infinite, yet confined. They are deafening, yet soothing. And through the covenants they forge with their vessels, they seek but a single penance for the boons they offer, their sole desire above all else. All they crave, is blood.

Presented here are a Pact Boon option, some Eldritch Invocations that pair with said option, and a new warlock subclass; The Blood God.

To use the Pact Boon and Invocations, please ensure Optional Features are enabled, and you choose them while leaving your normal choices at those levels blank.

All these options are inspired by the character of Technoblade, and made in memory of Alex, may he rest in peace.

Expanded Spell List

The Blood God 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.

Blood God Expanded Spells
Spell Level Spells
1st Longstrider, Wrathful Smite
2nd Kinetic Jaunt, Pyrotechnics
3rd Conjure Animals, Lightning Arrow
4th Death Ward, Greater Invisibility
5th Conjure Volley, Steel Wind Strike

Instrument of Chaos

You are proficient with martial weapons, as well as medium armor and shields.

The drive of your patron entities bolsters your vitality. At 1st level, your hit point maximum increases by 1 + your Charisma modifier, and increases by 1 again whenever you gain a level in this class. If your Charisma modifier changes, so does this increase.

Blood Sacrifice

The countless minds of your patron entity grant you more power when you inflict justice upon the tyrannical. Whenever a creature is reduced to 0 hit points within 60 feet of you, you become empowered until the end of your next turn.

At 1st level, while you are empowered this way, you deal an additional 1d10 damage to any creature you hit with a weapon attack until the end of your next turn. The extra damage increases to 2d10 when you reach 6th level in this class, and to 3d10 when you reach 14th level in this class.

Voices Within. In events of extreme emotional or physical stress, you must fight to maintain control. If you start your turn empowered by a Blood Sacrifice or under an effect that prevents you from concentrating, you must make a DC 10 Wisdom saving throw. On a failed save, you lose the ability to distinguish friend from foe, seeing all creatures as enemies until the start of your next turn, and must immediately move directly towards the nearest creature you can see.

You must use the Attack action, choosing a random target from among the creatures you see within range of a weapon you are wielding, or take the Dash action if no targets are within range. If an enemy provokes an opportunity attack from you, you must make that attack if you are able to.

Art of War

Starting at 1st level, you are adept in the art of war. You gain a bonus to your initiative rolls equal to your Charisma modifier.

In addition, you can use a bonus action to make a Charisma (Deception) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If you succeed, you have advantage on attack rolls made against that target for 1 minute, or until you successfully use this feature against a different target.

Covenants Judgement

At 6th level, you can let the will of your patrons enhance your physical and mental prowess.

You can cast Haste on yourself once without using a spell slot. When cast this way, the spell does not require any components, and does not require your concentration, but you are unable to concentrate on spells for the duration. The spell ends early if you are incapacitated or if you die, and you regain the ability to cast the spell this way once you complete a short or long rest.

One of Us

At 10th level, the wills of your patrons spur you forth. You are always considered to be under the effect of the Heroism spell, which uses your Charisma for its spellcasting ability.

Improved Blood Sacrifice

At 10th level, you gain more control over the power you draw from your patron. You can remain empowered by a Blood Sacrifice for up to 1 minute, and while empowered, your weapon attacks are critical on a role of 19 or 20.

Undying Blade

At 14th level, when you are reduced to 0 hit points, you can use your reaction to cast Haste on yourself, as with your Covenants Judgement feature, without expending a use of that feature. You cannot use this reaction again until you have completed a long rest.

Additionally, while you are unable to concentrate on spells, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until you are able to concentrate again, and you die then only if you still have 0 hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
7/13/2022 10:43:33 AM
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