Warlock
Base Class: Warlock

The blood gods are not truly gods, but rather strong  entities that found their strength in the blood of other creatures. The blood of any creature holds part of their being and power, and the flowing of blood means an flowing of power. With this flow the blood gods gained in strength till they were powerful enough to imbue others with gifts. To increase their power they enlist others by enticing them with promises of strength, if they are willing to keep the blood flowing.

The blood gods generally have 3 types of servants; the bloodlust driven barbarians to serve as their main force, chosen by them from the most brutal of warriors; bloodthirsty cutthroats to serve as their assassins to take out specific threats, chosen from the most deadliest rogues; and blood cultists to show their power and entice more to become their servants, chosen from those without power that will go to any length to gain the blood gods patronage.

You have shown your devotion and have been chosen to become the blood gods servent. You will show others the power of the blood gods and persuade them to join your patrons or feel the power of blood.

Extented spell list

The following spells are added to the warlock spell list for you.

 

spell level

Spells

1st

Snare, Wrathful smite

2nd

Branding Smite, Maximilian’s earthen grasp

3rd

Blinding Smite, Life Transference

4th

Grasping Vine, Staggering Smite

5th

Conjure Volley, Steel Wind Strike

Guided strike

When striking with a weapon the power of the blood gods flows thru your veins, guiding your strike and providing you with the needed strength. You must use your charisma modifier instead of your strength or dexterity modifier when making a weapon attack.

Open wounds

Your attacks can open wounds that slowly bleeds creatures of their lifeforce. When you deal slashing, piercing or force damage to a creature, that is able to bleed, they gain a bleeding wound. At the end of their turn or when they are hit with a critical hit or suffer a critical fail (when using this optional rule) they take 1 damage (this damage can not be negated) . A creature can have up to 5 open wounds at the same time, each dealing 1 damage.

The open wounds disappear when the creature is healed by healing magic or it can be removed by restoration spells. The wounds can also seared shut with fire by using an action and a open fire source (by either the creature itself or another creature). The wounds are also seared shut when the creature is dealt more than 10 fire damage.

Blood retrieval

As an action you can draw blood from the open wounds of nearby enemies to restore your own vitality. Every creature that has open wounds within 30ft of you take 1 damage for every open wound it has. You regain hit point equal to the total damage dealt.

Once you used this feature you cannot use it again till you finish a short or long rest.

Blood hold

Once a creature is bleeding as part of your Open Wounds feature, you are able to stop them from moving by controlling their blood flow. As an action you take 1d4 damage to try and paralyse a creature that has one or more open wounds. It must succeed in a constitution saving throw against your spell DC or be paralyse until the start of you next turn. For every open wound it has above 1 it get -1 to the save roll.

On your next turn you can use your bonus action instead of your action to use this feature if you target a creature that you paralysed with this feature in your last turn.

Blood sacrifice

By showing your devotion to the blood gods with a sacrifice they will temporarily grant you more power. This sacrifice is performed in a ritual which takes 10 minutes and requires a living creature that is incapacitated (for the entire ritual). During this ritual the creature is slowly bled dry by cutting blood runes into it (by magic or with a weapon). The DM decides how the creature reacts and how much attention the ritual draws.

When the ritual is completed you gain one of the following benefits:

  • Until you take a long rest, open wounds you make each deal 2 damage instead of 1.
  • You restore the full health of yourself or any creature within 10 ft.
  • You gain an aura that makes any creature with open wounds within 5ft of you have disadvantage on attacks against you.
  • You can speak the name of (or describe) a creature that the sacrificial creature knows. You then get an vision of the named creature at its current location and know where that location is to within 1 mile. For the rest of the day you can concentrate for 1 minute to know (to within 1 mile) the current location of the named creature, but you don't get a vision this time.

 

You have these benefits until you finish a long rest. Multiple benefits can be active at the same time, but each requires a new sacrifice to activate.

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