Warlock
Base Class: Warlock

An almost silent  whisper comes to your ear while you study the strange artifact you found. It offers you power and knowledge for a small sacrifice of one drop of blood. You get suspicious but offer is too good to refuse. You think what harm can a drop of blood do? So you say yes... Suddenly artifact cuts your hand and that one little drop of blood goes through the artifact. With that images fill your mind: images of an empire lost to time filled with temples to this entity, sacrifes of enough riches to buy a city and sacrifes of enough blood to turn the river of Lethe red. Crowd of creatures you never knew existed roar "Blood for the blood god! Gold for the Blessed King!" Suddenly images are gone but you know what this entity asks you. You know what it will give you in return. You don't bother thinking twice when accepting... What harm rivers of blood in your patrons name can do in return of eternal power anyways?

Blood for the blood god

Every time you kill an enemy creature it's blood moves out of its body and towards you so you can store it for later sacrifices in your god's name.

Your reserve is half your class level minimum of 2. You gain blood dice once per creature killed. 1 charge for small, 2 charges for medium and 3 charges for Large and above. 

Removal of Corruption

Todays magic is corrupted by intense use of magic which disturbed the weave for too long. Many of the gods and patrons aren't old enough to notice this change but your patron remembers the old and untamed magic, purest form of it. Existed long before Feywild even was a thing. To represent him your magic have to be primal too. So your god allowed your body to acess directly to the weave. It is almost inconsiderable looking what you could be doing if the over use of magic didn't corrupted the acess to the weave. But still it's a start. 

You gain the Primal Blast spell that deals 1d8 psychic damage and forces target to make a wisdom save of fall prone.

Sacrifices For Few More Minutes

After exemining material realm for milenias your patron relaised that creatures die fast and world gets corrupted faster forgetting their history and lore. Legends lost to the test of time. So he decided to give you not more time (since it is not only too dangerous but also corruption grows faster when you try to do unnatural things with magic)but instead he gave you the ability to slow the time for yourself while you are acessing the weave. So you don't get disturbed while you are dealing with  primal magic. Unfortunatly this kind of power requires sacrifice but nobody specified that this sacrifice has to be given willingly or by you.

 Once per short rest, after using a spell you can reduce the concentration time of that spell to 1/10 of the original time as a bonus action at the minor cost of some blood from your reservoir.

 

Opening Of The Eye

Your patron purified your body enough so you can acess to the weave but it is still not perfect. You need to clean corruption from yourself entierly so you can use more primel forms of magic. This rituel allows you to become a conduict of weave so you can find and regain some of the energy you lost while trying to bypass the existing corruption.

You learn a ritual that improves your connection to the weave that you can cast to regain some of the energy you lost while casting spells.
 Once per long rest during a short rest you can use this ritual at the cost of your blood reservoir charges to regain spell slots you used. For each Blood reservoir charge you spend you gain 1 Spell slot. You can't use Sacrifices For Few More Minutes Trait. 

Corruption of Blood

While learning about corruption and trying to remove it, you realised that you can transport two  beings corruption other than yourself. While this affect may have serious side affects for the used blood making it too corrupted to be sacrificed properly. İt will defineatly bring ruin to the being that touches the corrupted blood.

After killing an enemy instead of getting blood reservoir charges you can use that blood to corrupt an enemy you can see within 30ft of the creatures you killed as a bonus action. The Targeted enemy must succeed a Constution saving throw or suffer from all the mental debuffs(blinded, silenced, deafend, incapacitated, poisioned, paralyzed, uncouncios, frightened and stunned) that applied by you or your allies before the creature you killed died.

The effects aren't going to get refreshed.

Certain class specific effects can't be transported by this action like status effects from Channel Divinity ability of clerics.

İf the any effect on the target requiers a roll per turn each roll will be made separatly.

Learnin What Was Forgotten

Your Patron teaches you the lost ways of accessing and using the weave. Technics only taught to his most devoted priests and priestesses who are long gone. Sharing you information about times before writing was a thing and deeds done, resarches and discoveries made which are lost in history.

1. With your newly gained techniques for accessing and controlling the weave you can finally understand how infusing objects and creatures with magic works. So you try  it on yourself infusing yourself with magic using the weave. You gain 10ft walking speed, an ability Score improvement of Dexterity, Strenght or constution and an additional attunement slot.

2. While tinkering with your new knowladge of weave and ways to manipulate it you figure out how to surround yourself with the weave to protect your body and mind. Your AC becomes 13+Int modifier and you get resistance to psychic damage.

3. Your patron teaches you more about the archaic times granting you long gone knowledge a mortal should never learn about time before man and god were even a thing. You get to choose 2 new skill proficiencies, a new language of your choosing and immunity to Frightened status. 

Learning How to Manipulate the Weave

While tinkering with your new knowladge of weave and ways to manipulate it you figure out how to surround yourself with the weave to protect your body and mind. Your AC becomes 13+Int modifier and you get resistance to psychic damage.

Learning How To Utilize The Weave

 With your newly gained techniques for accessing and controlling the weave you can finally understand how infusing objects and creatures with magic works. So you try to infuse your muscules, condition and reflexes with magic to improve your mortal body using the weave.
You gain 10ft of additional walking speed, ability Score improvement of Dexterity, Strenght or Constution and an Additional Attunement Slot.

Teachings of The Forgotten God

Your patron teaches you more about the archaic times. Granting you long gone knowledge a mortal should never learn about time before neither man nor gods were a thing. You get to choose 2 new skill proficiencies, a new language of your choosing and immunity to Frightened status 

Reminding What Was Lost

You realize you can connect to other creatures' minds using the weave. You can't read their thoughts using this connection but you can send thoughts and images to their minds. If you try to force your way in their minds small disruptions may occur in the link altering the thoughts and images you send to İt knows what. Even though this link consumes all your reservoirs, you believe that you can use this link to send people word of your patron. 

 

You use weave to touch the minds of creatures you choose who are 30ft near you by using all your remaining blood reservoir charges. You send them visions of your patron's old civilization, long forgotten by any race who are alive right now. You force them to succeed a wisdom saving throw. If they fail they see the glory days of your patron and his forgotten civilisation in their minds. Eager to restore his power they become willing sacrifices for your patron, becoming incapacitated and not attacking you or your allies for amount of turns equal to blood reservoir charges used. When you kill these sacrifices you gain 1 less charge for your blood reservoir(0 for small, 1 for medium and 2 for Large creatures). İf they succeed on their wisdom throe they are forced to succeed another wisdom saving throw or becouse of your forced attempt to enter their minds small distruptions will occur in the weave showing them horrors waiting at the end of the material realm are undescribeble monsters and abominations beyond what minds of mortals can handle they will become terrified of what they saw.  become frightened and take 3d12 psychic damage. İf they are killed during this state their blood becomes corrupted and can't be used for sacrifices you gain no blood reservoir charges back. If the target succeeds the second wisdom throw it will become immune to this feature for 3 days and gain advantage on all wisdom saving throws for an hour.
You can't use blood transportation on enemies killed bu this feature. You can't use Sacrifices For Few More Minutes while concentrating on this ability. Once you use this feature you can't use it until a day passes. Only works with creatures who have Intelligence score of 6 or higher.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2020 6:45:00 PM
7
0
5e
Coming Soon
5/8/2021 8:08:58 AM
65
10
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes