Base Class: Warlock
After years of ignoring your spirt or perhaps suffering a great trauma. You gain the ability to bend your spirt to your will to gain power at a great cost.
After taking this subclass your mind will fracture and you will become unstable. Each time you use your hemalurgy it will require a cost of blood.
When you take this subclass you will start showing small signs of your madness. With each new ability gained as you level up your madness will become more notisable. If in time you reconcile with you spirt and become Fea some (but not all) of your madness will retreat.
You will receive a scar from every blood sacrifice that can never be removed no mater what healing is undertaken. As these scars are on your very soul.
Expanded Spell List
The Broken Soul 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.
Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | thunderous smite, wrathful smite, searing smite, shield |
| 2nd | branding smite |
| 3rd | blinding smite |
| 4th | staggering smite |
| 5th | banishing smite, |
Hemolurgic Spike
Starting at 3rd level, you gain the ability to perform hemalurgy. As a bonus action, choose one creature you can see within 30 feet of you. You cut yourself with a small throwing dagger sacrificing 1d4 of health points coating the blade in your own blood. The dagger is then thrown at the target causing 1d4 of piercing damage that can't receive any damage modifiers cursing them for 1 minute. At which time the spike loses its power and can be removed. The spike is propelled by a mystic force and cannot be dodged or blocked in any way and cannot be removed until the curse ends. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, the dagger returns to you stabbing into you. But instead of causing damage you regain hit points equal to your warlock level + your Charisma modifier +1d6 and once the dagger is removed there is no mark or scar.
You can’t use this feature again until you finish a short or long rest. Or using your magical cunning ability.
Blood Knights Sacrifice
At the 3rd level you lose the ability to cast any cantrip or spell that requires a spell save from the target.
All offensive spells and cantrips with a range higher than 40ft will have their range reduced to 40ft.
In return when gaining future warlock levels (including this one) you will use a 1d12 instead of 1d8 when determining maximum health points and all previous warlock hit become d12's.
Requip
At 3rd level, you have acquired the training necessary to become a master of arms and are prepared for all situations in battle. You gain proficiency with medium and heavy armour and martial weapons.
You can bond and store a number of weapons and armour in an extra dimensional space equal to half your level (total level not warlock) rounded up. Your weapons can be Requiped once per turn as a free action or more times by sacrificing 1d4 health points for each Requip. Your armour can be Requiped once at the start of battle and changed using a bonus action.
If you have the Pact of the Blade invocation weapons summoned this way count as pact weapons allowing you to add your charisma bonus to your attacks rather than strength or dex.
One attuned weapon and one attuned armour can be bonded and summoned this way. Attuned weapons and armour can be unattuned and unbound over a short rest. They then appear at your feet and can be attuned by another person. All none attunable weapons and armours can be unbonded by the same method to make more space in your pocket dimension.
You can dismiss your current weapon and summon another once per turn as a free action. You can do this more than once at the cost of 1d4 health points each time.
Warp Strike
Starting at 6th level, as an attack action you can cut yourself with dagger you are bonded to sacrificing 1d4 of health points. This dagger can then be used to make a ranged attack up to 20ft away at either an inanimate object or a living creature. The dagger is propelled at great speed by a mystic force if you hit you instantly teleport to its location and appear holding its handle. If you miss the dagger appears back in your hand. If the target is a creature they will take the daggers piercing damage plus any weapon properties plus your charisma modifier
This cannot be the same dagger used for your Hemalurhic Spike
At 10th level the range increases to 25ft the cost increases to 1d6 and any simple weapon with piercing damage can be used.
At 14th level the range increases to 30ft the cost increases to 1d8 and any one handed weapon with piercing damage can be used.
At 17th level the range increases to 40ft the cost increases to 1d10 and any weapon with piercing damage can be used.
Hemalurhic Contagion
Starting at 14th level, as a free action you can spread your Hemalurhic Curse from a slain creature to another creature. When the creature cursed by your Hemalurhic Spike Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, the daggers used returns to you sticking into you body briefly healing you then flying and striking the new target striking for 1d4 piercing damage.
Requip Master
The number of weapons and armour sets that you can store in your pocket dimension has increased up to your level (total not warlock).
You can now attune to as many different weapons and armor sets as you wish. Exceeding the 3 Attunment slot limit. These must be bonded as pact weapons and armor.
2 of your attunment slots can now only be used for attuned weapons and armour and cannot but used for other items even if you don't have them summoned.
Only one attuned weapon and one attuned armour set can be summoned at any one time and you do not gain any of the benefits from any attuned equipment that is being stored in your pocket dimension.
While summoned, each of these weapons and armour take up one of your attunement slots each.
Excluding when you summon your weapons and armor at the start of battle. If you change your weapon during your turn you cannot gain the benefits of attunment until the start of your next turn, and any built up charges on dismissed weapons disapate and return to zero of re summoned.
Previous Versions
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10/24/2024 4:13:00 PM
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10/28/2024 4:57:54 PM
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10/28/2024 6:27:56 PM
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11/18/2024 8:07:08 PM
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