The Blood Lord (5e Subclass)

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The Blood Lord[edit]

Vladimir_14.jpg
The Blood Lord

Warlock Subclass

"The Blood Lord" Patron, a macabre and commanding presence in the world of warlocks. Those who forge a pact with this dread entity gain dominion over the forces of blood and curses. With the power to lay potent hexes, share blood-bound connections, and channel necrotic might, The Blood Lord Patron offers a unique fusion of offensive and defensive abilities. As you delve deeper into this unholy pact, you'll unravel the secrets of blood magic and curse-weaving, becoming a force to be reckoned with on the battlefield. Embrace the darkness and wield the eldritch might of The Blood Lord.

The Blood Lord Expanded Spells[edit]
Spell Level Spells
1st Armor of Agathys, Hex
2nd Invisibility, Vortex Warp
3rd Hunger of Hadar, Fly
4th Banishment, Shadow of Moil
5th Hold Monster, Synaptic Static
Blood Hex

Starting at 1st level, your blood is your spellcasting focus for your spells and cantrips. Also, You gain the ability to place a blood curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 2 minutes. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your Charisma modifier.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• On a successful hit against the cursed target, you regain hit points equal to half the damage dealt.

• If the creature dies while cursed, transfer the curse to another target with a bonus action.

You can use this feature equals your Charisma modifier. After that, you can’t use this feature again until you finish a short or long rest.

Blood Resilience

Starting at 1st level, your blood now protects you naturally. When not wearing any armor, your AC becomes 10 + Charisma Modifier + Constitution Modifier. You can use a shield and still gain this benefit.

Blood Bond

At 6th level, as a bonus action, you can create a blood bond with one willing creature you touch. Until the bond is broken or you use this feature again, you can use your reaction to transfer half the damage you take to the bonded creature, and they regain hit points equal to the damage transferred.

Blood Curse

At 10th level, with someone has a Blood Hex, your cantrips and spells deal an extra 2d6 necrotic damage to the cursed creature. At 14th, the damage increases to 2d8. The cursed creature has disadvantage on Constitution saving throws. When the cursed creature damages you, use your reaction to deal necrotic damage equal to your Charisma modifier + Blood Sorcerer level, ignoring resistances and immunities.

Vampiric Touch

At 14th level, as an action, you can make a melee spell attack against a creature. On a hit, you drain the creature's life force, dealing 4d10 necrotic damage, and you regain hit points equal to half the damage dealt.

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