Blood Warlocks are gifted power either by The Immortal Lord of Blood himself or through use of artifacts and teaches left behind from his time in the mortal realm. Blood warlocks use their own blood to manipulate magic, often causing harm to themselves to cause effects to to others or empower their magics. They make for powerful manipulators and attackers.
1st Level
Otherworldly Patron:
Your Pact is with The Immortal Lord of Blood
Blood right
Starting at first level, when you deal damage with a spell or cantrip, you may use your reaction to infuse the spell with your blood. This causes a wound that bleeds for an amount equal to your proficiency + 1 + the spells level. You can stack this bleed up to 10. If the spell would target more than 1 creature, you may inflict the bleed to a number of creatures equal to proficiency -1. Creatures that do not bleed are not effected.
Additionally, you may infuse greater quantities of blood into the spells. You may cause an amount of hp up to 5 in damage to yourself. This damage is max hp damage and cannot be healed expect on a long rest. You may add this amount to the bleed stacks inflicted by your spells. You may use this feature a number of times equal to proficiency +1
6th Level
Teachings of Grimm
You gain access to a limited amount of Blood Words. This does not allow you to learn additional words but allows the use of specific words given to you by your patron.
You may choose 3 of the following to learn. The use of a blood word cost max hp that is dependent on the word.
Proxy
Cost: 5hp
As a reaction to a creature being damaged, you may redirect the damage to another willing target within 30ft.
Kneel
Cost: 5hp
Blood word kneel may be used on any target, the target must make a con save versus your spell save or use its reaction to go prone. The creature must use its full turn to resist the spell and stand.
Pain Link
Cost: 10hp
The target must succeed con vs you spell casting mod or your may link two targets, whenever one takes damage the other also takes half that damage. You may choose if this link is two way or one way.
Bleed Over
Cost: 5hp
As a reaction to a creature dying of bleed, you may speak this blood word to cause the remaining stacks to transfer to a target within 15ft of the dead creature.
Rush
Cost: 5hp
As a bonus action you may speak this word. You gain +15 movement this turn and may dash as the same bonus action used to speak the word
Blood Move
Cost: 10hp
Action: You take the form of blood and may move half your movement speed. You can move through cracks and tight spaces freely. You are untargetable in this form and do not take damage, except from force, cold, and poison damage sources.
Blood Rain
Cost: 5hp
Action: Every creature within a 45ft radius 2d6 necrotic damage. You may center this on a point you can see within 120ft
Privacy
10hp
You summon an 10ftx10ft space where sound and visuals are obscured from the outside. While in this space, information from within cannot be detected from the outside. Divination magic and true sight cannot see through the blood.
Cleanse
5hp
As a reaction to failing a save or repeat save, you may repeat the save against a spell or spell like effect.
10th Level
If a target has 5 or more bleed stacks on them, they have disadvantage for all of your spell saves.
Comments