Warlock
Base Class: Warlock

You have an unnerving fascination with the life force of most living creatures. As such, you have formed a Pact with the very essence of your own being. This usually results in internal conflicts of morality, which normally ends in the loss of sanity on the part of the being who forms this Pact.

Expanded Spell List

Bloodlust 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.

Bloodlust Expanded Spells

Spell Level - Spells

1st - Ice Knife, Puppet

2nd - Barkskin, Crown of Madness

3rd - Revivify, Slow

4th - Black Tentacles, Dominate Beast

5th - Dominate Person, Geas

Blood Sacrifice

You have learned to channel arcane energy through your Blood to enable Spellcasting.

Starting at 1st level, when you Cast a Warlock Spell of 1st level or higher, you may choose to sacrifice your own Hit Points instead of a Spell Slot. Doing so reduces your current and maximum Hit Points by an amount equal to 5 x the Spell's Level. This damage can only be healed by finishing a Short or Long Rest. 

If a spell cast in this way deals damage other than Bludgeoning, Piercing, or Slashing, the damage instead becomes Blood Damage. 

Blood Damage is a Special damage type that causes any creature at or below half of its Hit Point maximum to make a Constitution Saving Throw. On a failed save, the creature contracts the Disease "Anemic Blood". A creature under the effects of this Disease takes an additional 1d10 damage whenever it takes Piercing or Slashing damage. These effects last until the creature is healed by magical means.

Blood Rite Blast

Also at 1st level, you learn the Eldritch Blast cantrip, if you didn't already know it, and it deals Blood Damage for you, instead of Force Damage.

Ritual of Blood

At 6th level, as an Action, you may roll a Hit Die, dealing damage to yourself equal to the roll. Each creature within 20 feet of you must make a Dexterity Saving Throw as Blood Magic is expelled from you, taking Blood Damage equal to 2 x the number rolled on the Hit Die + your Charisma modifier, on a failed save. On a successful save, a creature takes Blood Damage equal to the number rolled on the Hit Die + your Charisma modifier.

Bloody Mess

By 10th level, you have learned to use your own life force to enhance your melee attacks.

As a Bonus Action, you may deal damage to yourself equal to your Warlock level. The next time you deal Piercing or Slashing damage to another creature, the target takes additional Blood Damage equal to 2 x your Warlock level + your Charisma modifier.

In addition, you can change the damage type of any spell you cast that deals damage. However, the new damage type must be Blood Damage and this feature has no effect on spells that deal Bludgeoning, Piercing, or Slashing damage.

Last Rites

At 14th level, you have reached the pinnacle of Blood Magic.

Your Constitution Score increases by 2, as does your maximum for that score.

In addition, you can manipulate the Blood of your enemies, allowing you to take control. As an Action, you can force a creature below its Hit Point maximum, within 30 feet of you, to make a Constitution Saving Throw. On a successful save, the creature takes 3d10 Blood Damage. On a failed save, as part of the same Action, you may force the creature to move up to its speed in a direction you choose, as well as force it to drop anything it is holding. The creature then takes 3d10 Blood Damage and the effect ends. A creature has Disadvantage on its Saving Throw if it is at or below half of its Hit Point maximum. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2019 2:00:27 AM
17
2
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Coming Soon

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