Blood Witch

Hit Points

 * Hit Dice: 1d10 per level
 * Hit Points at 1st Level: 10 + your Constitution modifier
 * Hit Points at Higher Levels: 1d10 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapons: Simple melee weapons
 * Tools: None
 * Saving Throws: Constitution and Charisma
 * Skills: Choose three from Arcana, Religion, Deception, Persuasion, Intimidation, Insight, Perception, and Stealth

Equipment

 * Leather armor
 * (a) short sword or (b) two hand axes
 * A book of incantation
 * An alchemist book
 * Short bow and 10 arrows

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

Blood Hex
At 1st level, you may roll a 1d4 + your proficiency bonus halved and lose that much health. If you do, you may use one of the following abilities:
 * Target creature that is at least 30 feet from you has a Disadvantage on Constitution and Charisma based rolls for 1 minute.
 * Target creature that is at least 20 feet from you must roll a Constitution saving throw. If failed, they are unable to move or use items/magic or use features that target other creatures for 1 minute or until they take damage.
 * All creatures in a 10 foot radius must make a Strength or Dexterity saving throw. If failed, they have a disadvantage on the next attack roll against creatures who are friendly of you.

Blood Barrier
At 2nd level, you may roll a 1d4 + your proficiency bonus halved (rounded down) and lose that much health. If you, you create a 30 foot radius barrier that any creatures outside cannot enter and creatures inside cannot leave from. This barrier will last until your next turn, but you may continue to keep it up every turn afterward for a payment of 1d4 + your proficiency bonus halved (rounded down) and lose that much health.

Blood Art
At 3rd level, you choose one of the following Blood Arts:
 * Blood Art of Loss
 * Blood Art of Cursing
 * Blood Art of Infestation

Ability Score Improvement
At 4th and again at 8th, 12th, 16th,, and 18th level, you may increase an ability score by 2 o,

Blood Armor
At 7th level, if you are not at full health, you may use a 1st level spell slot to increase your AC by +1 for 1 minute.

Blood Lust
At 13th level, whenever you take damage, you may lose life equal to 1d6 + your level halved (rounded up) to have an advantage on the next attack roll.

Blood Transfusion
At 17th level, you may sacrifice something that is not a key item from your inventory and lose life equal to 1d6 + your level halved (rounded up) + your proficiency bonus halved (rounded up) to have a target creature that is at least 30 feet from you to sacrifice something that is not a key item from their inventory and take the amount of damage you took doubled as psychic.

Goddess of Blood
At 20th level, you may reduce yourself to 1 hit point. If you do, all hostile creatures in a 60 foot radius must make a Constitution saving throw. If failed, they lose hit points equal to the amount you lost and you gain temporary hit points equal to the life that creature lost halved (rounded down).

Blood Gift
At 3rd level, if you are not at full health, you may lose life equal to 1d4 + your level halved (rounded up) and either you or target friendly creature gains that many temporary hit points halved (rounded down).

Seeing Red
At 6th level, if you are not at full health, whenever you take damage, you may use a 2nd level spell slot to lose life equal to 1d4 + your level halved (rounded up) and deal that much damage to a target hostile creature that is at least 30 feet away from you and has damaged you before.

Bloody Mess
At 9th level, if you are not at full health, you may lose life equal to 1d6 + your proficiency bonus halved (rounded up) to create a 30 foot radius around yourself that is covered in blood. This counts as difficult terrain for all creatures except yourself and it will last for 1 minute before it disappears.

Blood Sacrifice
At 15th level, if you are not at full health, you may lose life equal to 2d6 + your level halved (rounded down) and use a 3rd level spell slot to have all creatures in a 30 foot radius lose life equal to the life you lost this way halved (rounded down) and you gain temporary hit points equal to the total of all damage dealt to other creatures halved (rounded down).

Blood Bubble
At 18th level, you may lose life equal to 3d6 + your level halved (rounded up) to have a target hostile creature who has dealt damage to you in the last 12 hours to become encased inside a blood bubble until your next turn. While inside, they may not move, attack, and/or use items, magic, and features and will lose life equal to the life you lost halved (rounded down). Every turn after the ability should've worn off, you may lose life equal to 3d6 + your level halved (rounded up) for each turn after to keep this creature trapped.

Blood Curse
At 3rd level, replace Blood Hex with this feature. You may roll a 2d4 + your proficiency bonus halved (rounded up) and lose that much health. If you do, you may use two of the following abilities:
 * Target creature that is at least 30 feet from you has a Disadvantage on Constitution and Charisma based rolls for 1 minute.
 * Target creature that is at least 20 feet from you must roll a Constitution saving throw. If failed, they are unable to move or use items/magic or use features that target other creatures for 1 minute or until they take damage.
 * All creatures in a 10 foot radius must make a Strength or Dexterity saving throw. If failed, they have a disadvantage on the next attack roll against creatures who are friendly of you.
 * All creatures in a 10 foot radius must make a Constitution saving throw. If failed, they take 1d6 psychic damage and the next damage they would deal to you will only deal half.

Blood Damnation
At 6th level, you may lose health equal to 2d6 + your proficiency bonus halved (rounded up). If you do, target creature that is at least 30 feet away from you will be applied a Damnation Mark for 1 minute. Any creature with a Damnation mark has the following effects: You cannot put multiple Damnation Marks on a single creature.
 * They have a disadvantage on attack rolls against you
 * Any health they would lose, you gain temporary hit points equal to that loss of life halved (rounded down).
 * Any damage they deal, they will take that much damaged half (rounded down).

Crimson Skin
At 9th level, you may lose health equal to 2d6 + your level halved (rounded up). If you do, target creature that is at least 30 feet away from you will have to make a Constitution saving throw. If failed, their AC is reduced by 2 points for 1 minute and they have a disadvantage on the next Charisma or Constitution based roll they make.

Red Monarch
At 15th level, you may lose health equal to 3d6. If you do, you remove all Damnation Marks and replace them on random creatures that are at least in a 30 foot radius of yourself. If it is a friendly creature, they gain the following effects:
 * They have a disadvantage on attack rolls against hostile creatures.
 * Any health they would lose, both you and another target friendly creature that is within a 30 foot radius of the Damned creature will gain temporary hit points equal to that lost health halved (rounded down).
 * Any damage they deal, they will take that much damaged half (rounded down).

Curse of The Ancient
At 18th level, you may lose health equal to your current hit points halved (rounded down) and use a 9th level spell slot. If you do, all creatures within a 100 foot radius with a Damnation Mark will have it removed and will take the amount of health you lost doubled.

Madness
At 3rd level, you may lose health equal to 1d4 + your proficiency level halved (rounded up). If you do, you target a Creature who must make an Intelligence saving throw against your Charisma ability score. If failed, they have a disadvantage on Wisdom based rolls for 1 minute.

Curiosity
At 6th level, you may lose health equal to 1d4 + your level halved (rounded up). If you do, you target a Creature who must make an Intelligence saving throw against your Charisma ability score. If failed, they must keep in a range of 30 feet of you for 1 minute.

Fear
At 9th level, you may lose health equal to 1d6 + your proficiency bonus halved (rounded up). If you do, you target a creature who must make an Intelligence saving throw against your Charisma ability score. If failed, they must keep out of a range of 30 feet from you for 1 minute.

Obey
At 15th level, you may lose health equal to half your current hit points (rounded up). If you do, creatures within 30 feet must attack the closest creature on their turn, if able, the next turn. If creatures are not within 30 feet of you, they must target a creature with a ranged attack, if able, on their next turn. If any of these attacks target you, those attacking creatures will take that damaged half (rounded down) and you will receive temporary hit points equal to the total amount of damage all attack creatures took halved (rounded down).

Famine
At 18th level, you may reduce yourself to 1 hit point and remove all temporary hit points. If you do, creatures within a 30 foot radius will lose health equal to the amount of health you lost by half (rounded down). If creatures are not within a 30 foot radius, but within a 60 foot radius, they are dealt damage equal to the amount of temporary hit points you lost half (rounded up).

Selflessness
At 3rd level, you may lose health equal to 1d4 + your level halved (rounded up). If you do, target friendly creature within a 10 foot radius gains temporary hit points equal to the life lost this way.

Blood Bond
At 6th level, you may lose health equal to 1d6 + your level halved (rounded up). If you do, a target friendly creature within a 20 foot radius is paired with you. Any damage that you are dealt, that is how many temporary hit points that creature gains halved (rounded down). If the bonded creature is dealt damage, you gain that many hit points halved (rounded down). This bond lasts for 1 minute or until you use a 1st level spell slot to remove it.

Blood Fusion
At 9th level, you may lose health equal to 2d6 + your level halved (rounded up). If you do, a target friendly creature within a 20 foot radius will gain hit points equal to the amount of life you lost this way halved (rounded down) + the amount of temporary hit points they currently have. That creature will lose all temporary hit points they currently have.

Sacrifice
At 15th level, you may lose health equal to half of your current hit points, rounded up. If you do, a target friendly creature gains an amount of hit points equal to the life lost this way halved (rounded down).

Blood Reaper
At 18th level, you may reduce yourself to 1 hit point. If you do, all hostile creatures in a 30 foot radius must make a Constitution saving throw. If failed, they take psychic damage equal to the amount of hit points you lost halved (rounded up). All friendly creatures who are at least ten feet away from you gain temporary hit points equal to the amount of life you lost this way halved (rounded down).