Warlock
Base Class: Warlock

Crimson Magic

The call of blood magic is slightly audible to each and every magic user.
To some it’s louder than to others. You have given in to the whispers of this forbidden magic.

Maybe you formed a pact with for example a Vampire or a different higher being to gain these fortified magical abilites.
You may have also discovered them within yourself and your own life force.

You are able to manipulate your own blood as well as that of others, drawing magical power from it.

Blood Magic

Pact Spells

As You learn about the magic properties of Blood and life force, you are able to learn spells from the following list.

Warlock Level

Spells

1

Inflict Wounds, False Life

3

Alter Self, Blindness/Deafness

5

Animate Dead, Life Transference

7

Stoneskin, Aura of Life

9

Dominate Person, Contagion

 

Ceremonial Dagger

Blood magic cannot be cast without these usually very ornament and occult looking blades. While delving into the secrets of blood magic, you also took ownership of such a maleficent weapon. It has the statistics of a regular dagger. Its damage counts as magical in terms of overcoming resistances. You can use it as a spellcasting focus.
Most of your blood magic features require you to use your ceremonial dagger.

Should you lose the dagger, you can transform any dagger into a Ceremonial Dagger by performing bloody ritual over the course of about 8 hours.
For this, you need a regular dagger and a viol of humanoid blood that isn't any older than 24 hours.

Ceremonial Weapon

Should you choose the Pact of the Blade feature, your Pact Weapon can be treated as a ceremonial weapon but only if it is a melee weapon.

The Blood Pool

Starting at Level 1 when you take this subclass,you learn to manipulate blood to become ready to be used for magic uses. You gain the Blood Pool.

The blood you use to power your magic abilities is collected in your Blood Pool, which is a bubble of Blood floating around you.
(It can take any other form, such as a halo floating around you or many, tiniers bubbles. That is very much up to you. You can also store it in a bottle, a keg or a waterskin).

Your Blood Pool can store an amount of HP equal to 5 times the sum of your proficiency bonus and your Constitution Modifier.

Blood Pool Max Capacity = 5 * (Proficiency Bonus + CON Modifier)

If blood is added to your blood pool, that carries a poison or a disease, the pool is infected with the same poison/disease.
It can by casting Lesser Restauration or Major Restauration onto it. 

The Blood Pool clots and rots away while you take or long rest. You can disperse the Blood Pool as a free action.

Your Blood Pool feature lets you take the following actions:

Sacrifice:

You use your Ceremonial Dagger to injure yourself and sacrifice a portion of your blood into your Blood Pool:
As a bonus action, roll any number of d4, up to 5. Take the total rolled as necrotic damage. This damage can’t be reduced, other than by the Pact of the Talisman feature (See below) You Add the total rolled to your Blood Pool.

Should you choose the Pact of the Chain feature at Lv 3, you can use your action to sacrifice your Familiar, consequently killing it.
Then roll 3d4 and add the total to your Blood Pool.
You need to hold your Ceremonial Dagger to do this. Your Familiar needs to be in the same plane of existence for this. 

Should you choose the Pact of the Talisman feature at Lv 3, while you wear your Talisman, you reduce the damage taken by 1HP for each die rolled, but still transfer the full total rolled into your Blood Pool.

Inflict Wounds:

When you cast the Inflict Wounds spell using your Ceremonial Dagger, add a quarter of the necrotic damage dealt to your Blood Pool (rounded down).

Transmute:

You transmute the blood in your Blood Pool into magical energy to power your spells. As an action, subtract an amount of HP from your Blood Pool and gain a spell slot, its level increasing by 1 for every 10 HP transmuted. You can transmute a maximum of 50HP.  Note: You cannot create multiple spell slots at once!

Should you choose the Pact of the Tome feature at Lv 3, you can cast each spell in your tome by rolling a number of d6 equal to that spells level.
Subtract the total rolled from your Blood Pool. Should the total rolled be higher than the Current HP in your Blood Pool, the spell fails, the Pool falls to 0 HP.
Once you've cast a spell successfully this way, you cannot cast that spell again until you have finished a short rest.

Transfuse:

As an action, target a creature within 10ft of you that you can see. Roll a d8 and add your proficiency bonus. (Alternately you can roll up to 2d8 starting at lv7,
and up to 3d8 starting at lv 14) Subtract the total rolled from your Blood Pool and restore that much health to the target.

Should you transfuse blood that has been infected with a poison or disease into a creature, it must succeed on a constitution saving throw against your Spell Save DC
or be infected with the poison/disease in your Blood Pool.

Blood Sorcery

Starting at Level 6, you can choose to roll any number of d6 instead of d4 when using the sacrifice action of your Blood Pool feature.

You also learn 2 Metamagic options from the Sorcerer Class. You can swap one of them for a different one each time you gain a warlock or sorcerer level.
When the chosen metamagic option tells you to spend an amount of Sorcery Points, roll 1d8 per Sorcery Point needed  and subtract the total rolled from your Blood Pool.
If the total rolled is higher than the current HP in your Blood Pool, the metamagic fails, the Pool falls to 0HP. 

You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. You need to use your Ceremonial Dagger as a spellcasting focus to use this feature.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a short or long rest.

Siphon Blood

You can use your action to siphon the blood out of dead bodies in a radius of 15ft. around you, killing any creatures that are at 0HP.
For each creature siphoned, increase your Blood Pool by 2d6 HP.

You can use this Feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a long rest.

Reign in Blood

Starting at Level 14, the amount of HP your Blood Pool is now doubled. 

You can use your action to amplify your Body by transforming the blood from your Blood Pool into a weapon, a set of armor or a set of wings for one Minute.
You can have multiple augmentations at once. The duration is refreshed once you add a new augmentation.

You gain the following options:

Blood Weapon

The blood from your Blood Pool rushes toward your Ceremonial Dagger, becoming a weapon of your choice. Remove 40 HP from your Blood Pool. Summon into your hands any weapon (for stats, see the Weapons Table in the PHB). It lasts for the duration of this feature. You are proficient with it while you wield it. You make Attack and Damage rolls with this weapon using your Charisma Modifier. Its damage type becomes necrotic and when you hit a creature with it, it deals another 1d8 necrotic damage. Half of the Necrotic damage dealt with the weapon is added as HP to your Blood Pool.
If you chose the Pact of the Blade feature at Lv 3, this counts as a pact weapon. 

Armor of Scabs

(30HP) The blood flows from your Blood Pool around your body, clotting and hardening into a dark red, almost black armor.
Remove 30 HP from your Blood Pool. Your Constitution modifier is added to your AC for the duration.

Crimson Wings

The Blood from your Blood Pool turns into a set of blood-dripping wings. Remove 30 HP from your Blood Pool. You gain a flying speed of 60 for the duration.

Angel of Death

Your Blood Magic makes you nearly unstoppable:
While all three augmentation options active, the Transmute and Transfuse actions of your Blood Pool feature can also be taken as bonus actions.

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