Warlock
Base Class: Warlock

Through your relationship with this mysterious (and probably malicious) patron, you have gained powers over the Weave and over your own blood.  You can infuse your magic with the power of your blood through horrible rites, and can manipulate the blood of others to cause harmful effects.

Expanded Spell List

The Crimson Lord 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.

Crimson Lord Expanded Spells

Spell Level

Spells

1st

absorb elements, ray of sickness

2nd

blindness/deafness, heat metal

3rd

fear, bestow curse

4th

phantasmal killer, vitriolic sphere

5th

destructive wave, contagion

Crimson Power

Starting at 1st level, when you cast a spell you can infuse the power of your life energy (blood) into it.  When you cast a spell, you can decide to take 1d6 necrotic damage.  The spell then deals extra necrotic damage equal to the damage you took.  This damage ignores all resistances and immunities.

Sanguine Force

Starting at 6th level, you can infuse yourself with a burst of strength, at the cost of your own life force. When you make an attack roll, you can use this feature to add a number up to 10 the the result. You can do so after seeing the initial roll but before any of the roll’s effects occur.  You then take necrotic damage equal to the number you added to the roll.  This damage ignores resistances and immunities.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) before a long rest.

Death's Embrace

Starting at 10th level, you gain resistance to necrotic damage.  You can also spend a spell slot as an action to gain immunity to necrotic damage.  Damage from this class's features ignore this.

System Failure

Starting at 14th level, when you hit a creature with an attack, you can use this feature to deal enough necrotic damage to yourself to reduce yourself to 1 hit points.  You then form a link between your blood and the creature's, and cause its vital systems to malfunction.  The creature then must make a Constitution saving throw (using your spell save DC).  On a failure, it drops to 1 hit point also, and can't regain hit points until the end of your next turn.  On a success, it takes 10d10 necrotic damage and suffers no additional effects.  This damage ignores all resistances and immunities.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2018 3:29:41 AM
1385
21
1.0
Coming Soon

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