Warlock
Base Class: Warlock

Making a Blood pact is not laughing matter. The Sanguine Brood do not accept any desperate practitioner into their fold.  

Expanded Spell List

The Blood Witch 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 Witch Expanded Spells

Spell Level Spells
1st ensnaring strike, cure wounds
2nd enhance ability, spiritual weapon
3rd life transference, bestow curse
4th death ward, vitriolic sphere
5th immolation, geas

Sanguine Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone's blood. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. 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 done with advantage.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

This effect does not work if the target is Undead, Elemental, Ooze or Construct. 

You can’t use this feature again until you finish a short or long rest.

Bloodletting Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and sacrificial daggers.

The influence of your patron also allows you to mystically channel your will through a sacrificial dagger. Whenever you finish a long rest, you can touch one sacrificial dagger. A sacrificial dagger in your hands functions as a light martial weapon dealing 1d6 slashing damage and has the finesse, light and thrown(range 20/60) properties. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. You can only ever have one sacrificial dagger at any time. If you later gain the Pact of the Blade feature, while your pact weapon is a sacrificial dagger the damage dealt by your Pact sacrificial dagger increases to 1d8 slashing and retains all the other properties of a sacrificial dagger.

Blood Summons

Starting at 6th level, you can curse the blood of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its blood to rise from its corpse as a Blood Shade, using the specter stat block, with these changes: 

  • Replace "Incorporeal Movement" with "Amorphous - The Blood Shade can move through a space as narrow as 1 inch wide without squeezing.
  • Change the name of the "Life Drain" attack to "Blood Drain"

 When the Blood Shade appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the Blood Shade, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The Blood Shade remains in your service until the end of your next long rest, at which point it falls into a puddle of blood on the ground.

Once you create a Blood Shade with this feature, you can’t use the feature again until you finish a long rest.

Arterial Spray

Starting at 10th level, when you deal slashing damage to a creature, you can cause one of the following effects. 

  • The original target takes an extra 2d6 necrotic damage as you rapidly decay the blood from the wound. 
  • Choose one creature you can see within 30 feet of the target. The blood spray, Imbued with life energy, lands on the chosen recipient, restoring 2d6 hit points to it. 

You can use this technique a number of times equal to your Charisma modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a short or long rest.

Blood Puppet

At 14th level, you can seize the blood of a creature within 300 ft. of you. The target must make a Constitution saving throw against your spell save DC or be controlled. The target is Restrained for the duration, and can only take the actions you command. While under your control, you can use your bonus action to command the creature to do the below actions. Blood Puppet has no effect if the target is Undead, Elemental, Ooze or Construct. 

  1. Bend - You move the target's body against it's will, forcing it to carry out a physical task that is within its natural ability to perform. Melee attack rolls made by the creature while under your control have disadvantage, as their body stains against your influence. At the end of the creatures turn, it makes another Constitution saving throw. On a success, Blood Puppet's effect ends. 
  2. Break - You force the creature to move in unnatural ways, twisting and folding beyond its normal range of motion and taking 6d10 bludgeoning damage and knocking the target prone. This ends the effect of the Blood Puppet.

Once you use this feature, you can't do again until you finish a long rest. 

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