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Gluteus_Maximus
2019-09-27, 12:57 PM
The Blood Magic Warlock

Blood Warlock expanded list


Spell Level
Spells


1st
Bane, False Life


2nd
Protection from Poison, Web


3rd
Animate Dead, Haste


4th
Control Water, Ice Storm


5th
Conjure Elemental, Contagion



Magical Blood
Starting at 1st level, your blood is as magical as any arcane focus. You no longer require an arcane focus to cast your warlock spells, and any warlock spells that use blood or any other non-magical liquid as a component can be cast without that component by instead spending a hit die.

Blood Control
Starting at 1st level, you can use your action to choose a medium or smaller creature within 30 feet of you, and spend a hit die, rolling it. The target must succeed on a Constitution saving throw against your spell save DC or be restrained for a number of rounds equal to the number rolled on your hit die. At the end of each of that creature's turns it can repeat the save, and on a success it breaks free. Constructs, Elementals, Plants, and Undead are immune to this ability.
Starting at 5th level, you can use a reaction to impose disadvantage on a save to break out of the effect.

Indescribable Blood
Starting at 6th level, you gain additional abilities depending on your Pact Boon.

Pact of the Chain: You can use the iron in your spilt blood to restrain your foes. If you are not at maximum hit points, you can choose one large or smaller creature within 10 feet of you. That target must roll a Strength saving throw against your spell save DC. If it fails, that creature is restrained in layers and layers of iron chains. A creature can spend 1 minute to remove the chains. The restrained creature can also attempt a Strength check, with a DC equal to 1 plus your spell save DC. On a success, the chains are broken.
Pact of the Blade: You can use the blood of your enemies spread on your blade to enhance your strikes against the former owner of that blood. If you hit an enemy that you have previously damaged with the same melee weapon, that creature takes necrotic damage equal to half your warlock level, and their hit point maximum is reduced by the same amount. Constructs, Elementals, Plants, and Undead are immune to this ability, and their hit point maximum returns to normal after they complete a long rest.
Pact of the Tome: The blood of your enemies, used to write in your book, reveals facts about that creature. You can spend your action to touch the fresh blood of one of your enemies to the pages of your Book of Shadows. Over the next 6 rounds, at the start of each of your turns, you learn one of the following about the creature:


Current Hit Points
Resistances
Immunities
Condition Immunities
Speed
Constitution and Strength modifiers

The writings remain in your book. Constructs, Elementals, an Undead are immune to this ability, as well as plants that do not have sap or other fluids circulating in their body that might splatter on the ground or your blade.


Energy of the Blood
Starting at 10th level, you can use your bonus action to spend a hit die and roll it. you gain a spell slot of a level equal to half the number rolled. This spell slot is separate from your pact magic feature, and counts as a warlock spell slot (can be used to cast spells through Invocations). You can use this ability a number of times up to your constitution modifier per short rest, and any spell slots gained by this ability are lost at the end of your next short rest. If the number rolled would make a spell slot that a wizard of your warlock level couldn't cast, it instead becomes the highest level slot a wizard of your warlock level could cast.
Starting at 16th level, you can use an action as well as your bonus action to make the spell slot's level equal to the number rolled instead. If the number rolled is 10 or more, it instead becomes the highest level slot a wizard of your warlock level could cast.

Mutant Blood
Starting at 14th level, your blood has become changed in many different ways, making you inhumanly powerful as your patron. As a bonus action, you can spend a hit die, rolling it. For a number of minutes equal to the number rolled,

You can cast spells that require Verbal or Somatic components without speaking or moving.
You have advantage on strength and constitution saving throws against spells, and resistance to any damage those spells cause.
The damage of your weapon attacks and spell attacks is increased by a number equal to the number of hit dice you have spent since your last long rest.

Composer99
2019-09-27, 01:58 PM
Don't have time just now to review it all, but as written Magical Blood is either very crippling if you happen to want a spell that triggers its Hit Die effect, or just a plain upgrade if you don't, on account of allowing you to dispense with an arcane focus.

Gluteus_Maximus
2019-09-27, 02:03 PM
Don't have time just now to review it all, but as written Magical Blood is either very crippling if you happen to want a spell that triggers its Hit Die effect, or just a plain upgrade if you don't, on account of allowing you to dispense with an arcane focus.

The hit die effect is, as written, optional (can be cast without that component by spending a hit die) It's meant to synergize at later levels with spells such as Summon Greater Demon and Conjure Water Elemental, as well as the capstone feature. It seemed like such a side note to later level features I decided to just tack it on one of its 1st level features.

BerzerkerUnit
2019-09-27, 05:03 PM
Blood Control is way too good. If you made it restrained it wouldn’t be too bad but still very strong.

Gluteus_Maximus
2019-09-27, 05:35 PM
Blood Control is way too good. If you made it restrained it wouldn’t be too bad but still very strong.

Okay. I made it restrained, and changed the reaction effect of it to a higher level ability, changing it to disadvantage instead of complete prevention of saving.

VoxRationis
2019-09-27, 06:19 PM
Pact of the Tome: The blood of your enemies, used to write in your book, reveals facts about that creature. You can spend your action to touch the fresh blood of one of your enemies to the pages of your Book of Shadows. Over the next 6 rounds, at the start of each of your turns, you learn one of the following about the creature:


Current Hit Points

The writings remain in your book. Constructs, Elementals, an Undead are immune to this ability, as well as plants that do not have sap or other fluids circulating in their body that might splatter on the ground or your blade.

Is this the current hit points at the time of collecting the blood, or at the time of learning it, or does it update automatically?

Gluteus_Maximus
2019-09-27, 06:19 PM
Is this the current hit points at the time of collecting the blood, or at the time of learning it, or does it update automatically?

That (at the time of collecting) was my original intention, but I didn't know how to phrase that clearly.