The Crimson

Hit Points

 * Hit Dice: 1d12 per level
 * Hit Points at 1st Level: 12 + your Constitution modifier
 * Hit Points at Higher Level: 1d12 + your Constitution modifier

Proficiency

 * Armor: Medium
 * Weapons: All
 * Tools: None
 * Saving Throws: Strength, Constitution
 * Skills: Choose three from Athletics, Acrobatics, Medicine, Religion, History, Survival, or Nature.

Equipment

 * (a) half plate or (b) breast plate
 * (a) greataxe or (b) any melee weapon
 * (a) short bow with 20 arrows or (b) light crossbow with 10 bolts
 * (a) explorer's pack or (b) dungeoneer's pack
 * commoner's clothes

Spell Chart
At 1st level, you choose cantrips and spells from the Warlock spell list

Blood Weapon
At 1st level, choose a martial weapon of your choice. You may lose hit points equal to 1d6 + your proficiency bonus halved (rounded down) to create the martial weapon of your choice out of your blood. Whenever this weapon deals damage to a creature, you gain that many temporary hit points halved (rounded down). You may reveal the Blood Weapon if you are above 50% maximum hit points and it disappears if you drop below 50% of you maximum hit points.

Blood Trance
At 3rd level, whenever you lose hit points, you may have all hostile creatures in a 10 foot radius make a Constitution saving throw. If failed, they take psychic and force damage equal to the amount lost this way halved (rounded down). You may use this three times before a long rest is needed.

Blood Form
At 3rd level, you choose one of the following Blood Forms:
 * Bestial Blood Form
 * Celestial Blood Form
 * Daemonic Blood Form

Ability Score Improvement
At 4th, and again at 8th, 12th, 16th, and 18th level, you may increase an ability score by 2 or two ability scores by 1. As normal, you cannot increase an ability score more than 20.

Blood Control
At 6th level, whenever you deal damage to a creature, except yourself, you may have that creature do one of the following things until your next turn or until the task is complete. Whenever you do this, you lose hit points equal to 2d6 + your level halved (rounded down). You may use this three times before a long rest is needed.
 * They cannot attack you until your next turn
 * They cannot attack a target creature of your choice until your next turn
 * They are compelled to attack a hostile creature of your choice
 * They must stand where they are until your next turn.

Hateful Blood
At 10th level, you may lose hit points equal to half your current hit points. If you do, target creature of your choice has disadvantage on attack rolls against you and you have an advantage on attack rolls against that creature for 1 minute. You also deal additional damage equal to the amount lost this way on your next attack.

Vengeance
At 14th level, whenever a creature deals damage to you, you may instead take double damage and gain that many temporary hit points. You may not use this ability if the damage reduces you to 0 hit points. You may use this three times before a long rest is needed.

The Crimson Goddess
At 18th level, you may reduce yourself to 1 hit point. If you do, all creatures in a 20 foot radius must make a Constitution saving throw. If failed, they take psychic and force damage equal to the amount lost this way and cannot attack you until your next turn. You gain hit points equal to all the damage dealt this way and gain temporary hit points equal to all the damage dealt this way doubled.

Beasthood
At 3rd level, you may turn into a Beast of your choice with a CR rating lower than 1 for 1 hour or until you shift back. You lose all features, benefits, and abilities and replace them with what Beast you chose. You may use this once per long rest.

Beast Roar
At 7th level, you may give yourself a disadvantage on the next saving throw you would make. If you do, you have all creatures, if they can hear you, in a 30 foot radius make a Constitution saving throw. If you do, they become Deafened for 1 minute and they must stay at least 10 feet away from you for 1 minute. You may do this three times per long rest. You may only do this if your in a Beast state.

Bestial Sense
At 15th level, you may give yourself a disadvantage on the next saving throw you would make. If you do, you have an advantage on Perception, Investigation, and Insight rolls for 1 minute. You may use this three times per long rest. You may only do this if your in a Beast state.

Beast Rage
At 20th level, you may give yourself a disadvantage on saving throws for 1 minute. If you do, you may attack six times using one Attack. You may only do this if your in a Beast state. You may use this once until a long rest is needed.

Celestial Blood Weapon
At 3rd level, the cost for a Blood Weapon decreases to 1d4 + your level halved (rounded down) and it deals an additional die (ex. 1d6 now turns into 2d6).

Blood Weapon Frenzy
At 7th level, you may lose hit points equal to 2d6 + your level halved (rounded down). If you do, your next attack with your Blood Weapon deals additional damage equal to the amount lost this way.

Blood Shockwave
At 15th level, you may lose hit points equal to half your current hit points (rounded up). If you do, your next attack with your Blood Weapon deals additional damage equal to the amount lost this way and all creatures, except yourself, in a 30 foot radius must make a Constitution saving throw. If failed, they take damage equal to the amount lost halved (rounded down).

Celestial's Blood Blessing
At 20th level, you may reduce yourself down to 1 hit point. If you do, your next attack with your Blood Weapon deals additional damage equal to the amount lost this way doubled. You may use this once per long rest.

Crimson's Blaze
At 3rd level, whenever you deal damage to a creature or yourself, you may lose hit points 1d4 + your level halved (rounded up). If you do, all creatures in a 10 foot radius must make a Dexterity saving throw. If failed, they take fire damage equal to the amount lost this way.

Firemind
At 7th level, you may lose hit points equal to 2d6 + your level halved (rounded down). If you do, target creature in a 30 foot radius takes fire damage equal to the amount lost this way. All creatures in a 5 foot radius of the target creature must make a Dexterity saving throw. If failed, they take fire damage equal to the amount lost this way halved (rounded down).

Boiling Blood
At 15th level, whenever you are dealt damage, you may cast your Blood Weapon by losing hit points equal to half your current hit points (rounded up). If you do, your Blood Weapon deals an additional fire damage equal to the amount lost this way on the next attack and half that amount (rounded down) on future attacks.

Crimson Goddess's Flame
At 20th level, whenever you are dealt damage, you may instead reduce yourself to 1 hit point. If you do, all creatures in a 60 foot radius must make a Dexterity saving throw. If failed, they take fire damage equal to the amount lost this way and psychic damage equal to the amount lost this way halved (rounded down).