Base Class: Warlock
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Blood Demon, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Blood Transfusion
At 6th level, your patron allows you to manipulate your own life energy in order to heal yourself or another creature. As a bonus action on your turn, you perform a similar ritual when replenishing a spell slot via your patron. However, you instead simply reduce your hit point maximum by 1d12, and you can heal either yourself or another creature an amount equal to what you rolled.
Once you use this feature, you can’t use it again until you finish a long rest.
Bloody Chance
At 10th level, your patron gives you a better chance when making a saving throw in exchange for your own blood. When forced to make a saving throw, you can use your reaction to offer your own blood to your patron and take 1d8 necrotic damage, also adding the damage to your saving throw. You can use this feature after making the saving throw, but before knowing of the results.
Blood Sacrifice
At 14th level, your patron allows you to cheat death by offering your vigor from when you were among the living. Upon dying, you can permanently reduce your hit point maximum by an amount equal to your warlock level in order to return from beyond the grave. You can do this a number of times equal to your charisma modifier or until your hit point maximum reaches zero.
Expanded Spell List
The Blood Demon 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.
Blood Demon Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
entangle, find familiar |
|
2nd |
dust devil, find steed |
|
3rd |
call lightning, spirit guardians |
|
4th |
black tentacles, faithful hound |
|
5th |
insect plague, teleportation circle |
Blood Magic
At 1st level, your otherworldly patron allows you to use your own blood in order to cast magic. As a bonus action on your turn, you make a pact with your patron, using your own blood as the component, and in return, your patron will replenish one of your spell slots. When you offer your blood, you take necrotic damage equal to 1d12 minus your Constitution modifier (minimum of 1) that ignores any magical resistances, and your hit point maximum also decreases by the same amount.You can do this a number of times equal to your Charisma modifier. Your hit point maximum will reset when you finish a long rest.
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