Warlock
Base Class: Warlock

It looks like The Crimson has taken a liking to you, Maybe due to your poor upbringing as a child or the fact you were in a blood cult, You have made a pact with The Crimson. Vials have appeared on your hip or around your neck, giving you the ability to drain your enemies blood and use it to your will. The Crimson has given you the ability to mess with blood, the way it works, the way it flows, either for good, or for chaos. No one really knows who the Crimson is, but you swear, every night, you can see a face... No one believes you though.

The Crimson is an unknown entity that resides in an unknown plane, watching over your poor and fragile life as you play with your food, I mean enemies blood. The face you see is covered by a metallic helmet, slowly lifting the helmet reveals a face that is burnt, rotting, and falling off the bone as white eyes just stare into your soul, it almost feels sickening, but it also seems like if you broke your Pact with this entity, it would hunt you forever until you either joined back, or died

Expanded Spell List

1st Level Crimson Feature

The Crimson 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.

Spell Level Spells
1st False Life, Shield of Faith
2nd Blindness/Deafness, Wither and Bloom
3rd Life Transference, Mass Healing Word
4th Death Ward, Dominate Beast
5th Commune, Immolation

Vials of Blood

1st Level Crimson Feature

The Crimson has weaved its way into your blood, granting you access to limited powers. Its blood and yours are now one, as you gain the following abilities:

  • You gain a number of Blood Vials that are equal to your CON Modifier + 1
  • Blood Vials can be used as an Arcane Focus
  • Using Blood Vials as an Arcane Focus allows you to roll 1d12 on the Debilitating Table below

BLOOD VIALS
The Crimson is a collector of sorts. Dragons have hordes they collect, Necromancers have Skeletons and Zombies, the Crimson collects blood. Blood Vials are used in a way to connect you and the Crimson closer together. You may spend 10 minutes harvesting freshly killed corpses to drain them of their crimson essense, doing so allows you to regain a number of uses of the Vials of Blood equal to 1d4-1. This ability can be used Once per Encounter

You may not want to drain those corpse for a multitude of reasons, and the Crimson is okay with this. Instead of collecting vials, you can use your own blood to cast spells through blood vials. This has a drawback however, You must sacrifice 1d6 + Spell Level and then roll 1d12 on the Debilitating Table for youreself.

Leveled AOE Damage Spells (i.e, Arms of Hadar, Shatter, etc) Require two Blood Vials to cast due to multiple creatures being affected

You cannot gather blood from creatures that lack blood (i.e, Skeletons, Constructs, Ghosts/Ghouls, Vehicles and Elementals)

DEBILITATING TABLE
This table allows you to roll a d12 to afflict a creature with a condition. Conditions gained this way only last until the Start of your Next Turn (Unless stated otherwise). The creature must save on a CON Saving Throw (DC = Spell Save DC) or suffer one of the following Conditions. The Debiliting Table becomes easier to control at 10th Level

D12 CONDITION RESULTS
1 Blinded The Blood seeps into the Creatures eyes. Taking their vision. The creature is now Blinded
2 Charmed The Blood seeps into the Creatures heart(s), altering their feelings and perception of you. The creature is now Charmed
3 Deafened The Blood seeps into the Creatures Ears, drowning out all sounds. The creature is now Deafened
4 Frightened The Blood seeps into the Creatures Mind, revealing their deepest and darkest fears they kept hidden to themselves. The creature is now Frightened
5 Grappled The blood wraps around the Creature like a tight, liquid blanket, holding them tight. The creature is now Grappled
6 Slowed The blood wraps around the Creatures Legs, Slowing the creature down from making quick decisions. The creature is now Slowed
7 Invisible The blood alters the pigment of the creatures skin, clothing, and items, turning them almost invisible to the naked eye. The creature is now Invisible
8 Paralyzed The Blood seeps into the Creatures mussels, freezing them in place. The creature is now Paralyzed until the creature takes damage from any source
9 Petrified The Blood seeps into the Creatures Skins Cells, strengenthing them to the point they become like stone, impossible to move. The creature is now Petrified
10 Poisoned The blood seeps into the Creatures Blood, causing them to become sick. The creature is now poisoned
11 Prone The blood seeps into the Creatures Knee Joints, breaking them down until the creature collapses under their own weight. The creature is now Prone
12 Restrained The blood becomes rope-like, wrapping around the creatures hands and legs. They tie the creatures limbs together. The creature is now Restrained

Crimson's Edge

1st Level Crimson Feature

The Crimson bleeds not only inside your veins, but also into your weapons and tools. Once per Long Rest, you can choose ONE weapon OR tool proficiency. You gain proficiency in that tool or weapon

Bloodthirsty Sacrifice

6th Level Crimson Feature

The Crimson is impressed with your actions so far, and with this much blood shed, a new power is unlocked. Whenever a creature is killed, you can spend a bonus action to drain the creature of its crimson essense, draining a creature this way restricts your Blood Vial Regenration this combat and instead gives you a spell slot in return. At 6th level, this can only be done Once per Long Rest which increases to Twice per Long Rest at 14th

Sacrificial Blade

10th Level Crimson Feature

The Crimson is impressed you have lived for as long as you have, and has given you another power. Once per round, you can use a bonus action to inject your weapon with a Blood Vial, when you hit a creature with your weapon, the blood begins to infect the creature, dealing an extra 3d10 Necrotic Damage to that creature.

Your Crimson's Edge Weapon ignores Resistances and Immunities to Necrotic damage.

Marked for Death

10th Level Crimson Feature

The blood you carry on your hip, around your neck, or where ever it may be, has now gained an extra benefit thanks to your Vials provided by the Crimson. When a creature is hit with a Necrotic Attack Spell using one of the Blood Vials, or is hit by your Crimson Edge, the creature must succeed on a CHA Saving Throw (DC = Spell Save DC) or be "Marked for Death". A "Marked for Death" creature is not able to benifit from the full benifits of healing, halfing the Hit Point Restored. Marked for Death lasts for 1 Minute

This can only be done to one Creature at a time, but if that creature dies before Marked for Death is finished, you can use your reaction to spread the Mark of Death to another creature, repeating the saving throw. This ability can be used Once per Short Rest.

Debilitating Control

The Crimsons blood and yours becomes more alined with each other. When you hit a creature with a spell using the Blood Vials as your Arcane Focus, instead of rolling a d12, you may choose a Condition from the table to affect the creature(s) if they fail the Saving Throw.

Blood Maddening

14th Level Crimson Feature

The Crimson wants to see you show others the True power it holds. Once per Long Rest, As an Action, You can call upon The Crimson to force Enemy Creatures blood into your control. 

Creatures that you choose up to your CHA Modifier that you can see and hear within 60ft of you must make a CON Saving Throw or be forced under the effects of Confusion spell with some added choices.

An affected target can't take reactions and must roll a d12 at the start of each of its turns to determine its behaviour for that turn.

d12 Behavior
1 The blood strings force the creature to move. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The blood strings become tangled. The creature doesn't move or take actions this turn.
7-8 The blood strings are hungry. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The blood strings break. The creature takes 5d10 Psychic Damage as it struggles against the grasps of the strings. The creature is then freed on its next turn
11-12 The blood strings lose control. The creature is knocked prone for a turn

 

Creatures can continue to make Constitution Saving Throws to try and break the grasp of the strings if they haven't already done so at the end of their turn. Creatures that succeed on the saving throws after being affected and break free take 5d10 Psychic Damage. If a creature is Marked for Death, it must roll 2d12 instead for two random effects

Blood Maddening only lasts for 1 minute, until you are unconscious, you die, or all creatures manage to escape the grasp of the blood strings and you recover your expended use on a Long Rest

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