Warlock
Base Class: Warlock

The Sanguine Pact is a unique bond, so rare that the last known pact forged in this manner occurred more than 10,000 years ago. The rarity stems from the profound consequences of this pact: a symbiotic connection that links the life forces of the Warlock and their Otherworldly Patron. If one were to perish, so too would the other.

The consequences of the Sanguine Pact are profound, creating an unbreakable link between the Warlock and their Otherworldly Patron. This link is so intricate that the death of either party results in the demise of the other. The rarity of this pact is a testament to its complexity and the risks involved, making it a legendary and almost mythical occurrence in the annals of magical history.

Warlocks who enter the Sanguine Pact willingly embrace this extraordinary connection, fully aware of the potential consequences. Whether driven by an insatiable thirst for power, an unyielding connection to their lineage, or a profound understanding of the life force, those who forge a Sanguine Pact embark on a perilous journey where the pulse of their own blood becomes a testament to the pact they've made with an entity as ancient as the cosmos itself.

Expanded Spell List

The Hexblade 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.

Hexblade Expanded Spells

Bloodbond

At 1st level, you gain the ability to mark a creature with your blood, forging a mystical connection. As a bonus action, choose one creature you can see within 30 feet of you. The target is Bloodbonded for 1 minute. While Bloodbonded, you gain the following benefits:

  • You gain a bonus to damage rolls against the Bloodbonded target equal to your proficiency bonus.

  • When the Bloodbonded target deals damage to you, it takes necrotic damage equal to your Charisma modifier.

  • If the Bloodbonded target is reduced to 0 hit points, you gain temporary hit points equal to your Warlock level.

Once you use this feature, you can't use it again until you finish a short. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

Bloodbound Weapon

At 1st level, you gain the ability to create a weapon using your own blood. As a bonus action, you can conjure a melee weapon of your choice that has the finesse,light, and thrown (range 20/60) properties. This weapon is considered magical for the purpose of overcoming resistances and immunities. The weapon lasts until you dismiss it as a free action or if it is more than 5 feet away from you for 1 minute or more.

You can choose to have the weapon deal slashing, piercing, or bludgeoning damage. Additionally, when you hit a creature with this weapon, you can choose to expend hit points equal to your Warlock level to deal an extra 1d6 necrotic damage per 2 hit points expended.

 

You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls with this weapon. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Blood Resilience

You gain resistance to necrotic damage, and you can use your reaction to gain temporary hit points equal to your Warlock level when you take necrotic damage.

Blood Puppet

Starting at 10th level, you gain the ability to manipulate the life force within your own blood to control other creatures.

As an action, you can expend a use of your Bloodbound Weapon feature to target a humanoid creature within 30 feet that has blood coursing through its veins or a humanoid creature that has died your hands within the last minute.

The living target must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, you establish a connection with the target's life force, and it becomes your Blood Puppet for 1 minute. 

While the target is your Blood Puppet, you can use your action to mentally command it to take one of the following actions on its turn:

  • Move up to its speed.
  • Attack a target you designate.

You can also control the body of a dead creature, temporarily binding it to your service. When you slay a humanoid, you can cause it to turn into your Blood Puppet. When this puppet is turned, it gains temporary hit points equal to half your warlock level. Roll initiative for the blood puppet which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

Additionally, when your Blood Puppet is reduced to 0 hit points or dies, it explodes in a burst of blood within a 10-foot radius. Creatures in that area must make a Dexterity saving throw against your Warlock spell save DC, taking 3d6 necrotic damage on a failed save or half as much on a successful one.

Once you bind a blood puppet with this feature, you can’t use the feature again until you finish a long rest.

Master of Bloodbond

Starting at 14th level, your connection to your bloodbound weapon deepens. You can now summon it as a bonus action if it is within 1 mile of you, and you can't be disarmed of your bloodbound weapon against your will. Additionally, when you are reduced to 0 hit points, you can use your reaction to sacrifice hit points equal to your Warlock level to instead be reduced to 1 hit point.

The Sanguine Pact Image

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