Warlock
Base Class: Warlock

You have struct a pact with a powerful being with ties and or influence over that blood that throws through all living creatures, be it a powerful vampire lord, witch, or even primordial "Haemnathuun, the Blood Lord".

Expanded Spell List

The Bloody 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.

Bloody Expanded Spells
Spell Level Spells
1st false life, inflict wounds
2nd ray of enfeeblement, hold person
3rd feign death, vampiric touch
4th aura of life, death ward
5th antilife shell, contagion

Crimson Blessing

Starting at 1st level, Your magical connection to blood allows you to extract vitality from another creature as it nears its demise, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Summon Blood Spirit

Starting at 6th level, You can summon a primal spirit made of primal energy rich blood. As an action, you can expend one or more hit die to summon your primal spirit.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 necrotic damage. Constructs are not effected. Your spell save DC is used for any saves from the blood spirit's effects that require a save.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Blood Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a a humanoid form with hairless reddish-purple hide blood-red eyes and four arms with each hand and foot sports five digits which end in wickedly sharp claws,  while others take the form of a water elemental or ooze made of ever flowing blood.

Blood SPIRIT

Armor Class 13 + number of hit die expended (natural armor) 

Hit Points 50 + five times your warlock level

Speed 40 ft.

STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
16 (+3)

Damage Immunities necrotic, slashing, piercing

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages  Primordial, understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amorphous Form (Ooze and Water elemental form Only). The Blood Spirit can move through a space as narrow as 1 inch wide without squeezing.
Regeneration. The blood spirit regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Terror Gaze (Humanoid form only). The Blood spirit targets one creature it can see within 30 ft, that creature must make a Wisdom saving throw, on a fail the target is paralyzed until till the blood spirit is no longer within line of sight. A creature paralyzed by this effect can use an action on their turn to reattempt the saving throw, ending the effect upon a success.

Multiattack. The spirit makes a number of attacks equal to half the number of hit die expended (rounded down).

Slam(Ooze and Water elemental form Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + number of hit die expended  bludgeoning damage

Claws (humanoid form only).  Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + number of hit die expended slashing damage. If the target is a creature, it can’t regain hit points until the start of the start of it's next turn.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Plasma Reconstruction

Beginning at 10th level, you use your familiarity with and control of blood allows you to withstand otherwise fatal wounds. When you are reduced to 0 hit points, you can expend 1 hit die  (no action required) to have hit points equal to the number rolled on the hit die instead.

Blood Lord

When you reach 14th level,  Using your action, you can undergo a transformation by summoning and manipulating blood around your body, be it externally or from existing wounds, you choose what this form looks like physically. For 1 hour, you gain the following benefits:

  • Unstoppable Coagulation. You can add your Constitution modifier to your AC. You also gain resistance to bludgeoning, piercing, and slashing damage.
  • Ever Flowing Blood. On the start of your turn you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1), if you have at least 1 hit point.
  • Haemokinesis. As a bonus action you can cause the blood of 1 creature you can see to burn, inflicting 2d8 fire damage or control the very blood in them, this functions like the charm monster spell
  • Blood Surge. As a bonus action, when you deal damage to a creature, you can expend one hit die to add the number rolled to the damage roll.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a hit die.

Previous Versions

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1/11/2021 4:07:37 AM
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The Bloody Image

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