Otherworldly PatronsThe beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
The Blood God
Your patron is a lord of blood and life, a creature of primal power who holds the very secrets to mastery of all living things. Their motivations are powerful, demanding ever more and more blood and power from their warlocks. Beings of this sort include blood gods, gods of fertility and life, ancient stellar creatures of great energy and power, and hellish fiends.
Expanded Spell List
The blood god lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Blood god Expanded Spells
Spell Level Spells
|1st||False Life, Ray of Sickness|
|2nd||Detect Thoughts, Ray of Enfeeblement|
|3rd||Feign Death, Nondetection|
|4th||Locate Creature, Phantasmal Killer|
|5th||Modify Memory, Scrying|
Power of the Blood
Starting at 1st level, your patron bestows upon you the ability to empower your eldritch blast. When you cast the eldritch blast cantrip, you may cut yourself causing blood to flow and doing 1d6 points of damage to yourself. However much damage you do to yourself is doubled and added to the damage of each eldritch blast. i.e. a 5th level Warlock cuts themselves for 4 damage and both eldritch blasts they fire do 1d10+8 damage. You take another 1d6 points of damage after the spell is cast as the wound continues to bleed. This does not increase the damage of the cantrip.
Mastery of the Blood
Starting at 6th level, you can use your blood to empower your spells. Each time you cast a spell, instead of it being cast at your level, you have the option to cut yourself, causing blood to flow and doing 1d6 points of damage to yourself. However much damage you do to yourself increases the spells effective caster level by this amount. i.e. a 6th level Warlock casting Vampiric Touch normally casts it as a 6th level spell, doing 6d6 necrotic damage. The Warlock cuts themselves for 3 damage and instead casts the spell as a 9th level caster, doing 9d6 damage. You take another 2d6 points of damage after the spell is cast as the wound continues to bleed. This does not increase the damage of the spell.
Pact of flesh
Beginning at 10th level, your patron teaches you how to use your own blood and skin in order to master arcane power. You can engage in ritual scarification of no less than 60% of your body. Doing so, grants you an additional spell slot. The scarification is permanent.
Pact of Sacrifice
Starting at 14th level, you can now use the blood of other creatures in order to power your spells. You must have access to a helpless or willing creature. This only affects living creatures with blood. You attack them with a sacrificial knife, scoring an automatic critical. In addition, using their blood to power the spell does an additional 3d6 damage to them, on top of the critical damage. For animals and other non-humanoid, non-sentient creatures, Power of the blood increases the damage by 1d4 doubled per bolt, and mastery of the blood increases the spell level by 1d4. For humanoids and other sentient creatures, power of the blood increases the damage by 1d6 doubled per bolt, and mastery of the blood increases the spell level by 1d6. For innocents or creatures of particularly powerful energy or blood (virgins, unicorns, children) power of the blood increases the damage by 1d10 doubled per bolt, and mastery of the blood increases the spell level by 1d10. A creature cannot provide a bonus higher than its hit point total.
Hack & Slash