Warlock: Demon Blood archetype
Hit Points
Hit Dice: d8 per Warlock: Demon Blood archetype level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Through methods of both foul magic and deplorable science the Demon Blood Warlock has infused their very life blood with the power of Devils and Demons. They are not sworn to any agreement with a creature nor do they answer to a patron but instead they must fight an ever more dangerous battle as the blood within them seeks to wrest control of their body and turn it to their own ends.
Class Features
Demon Form
At first level when you choose this archetype you gain the ability to allow the demon blood to flow through you and change your form. You grow to become a large creature and gain an unarmed attack with a reach of 10ft. and deals 1d10+str damage. You also gain temporary hp equal to 3 times your level. The transformation lasts 1 minute. You may use it as many times as your charisma modifier (minimum of one)
Bloodlust: While in this form, if you no longer have any temporary hit points, you must make a Cha saving throw with the dc being 10+half your level. On a fail the demon blood takes over and you cease to control yourself lashing out at the closest living creature. You may attempt the save at the end of every turn ending the effect on a success.
The Beast Grows
At sixth level the demon blood is beginning to better suffuse with your human form you gain the following benefits:
Your hp increases by one for every level in Warlock you have.
You have an unarmed strike for 1d4+ strength mod when not in Demon Form
You may make two attacks on your turn if the attacks are made while unarmed.
Mind of its Own
:When you are reduced to half hp outside of beast form you must make a charisma saving throw against Bloodlust DC. On a failure you immediately transform into demon form and are automatically bloodlusting.
Bolstered in Rank
At level ten your demon form has grown stronger as the souls you absorb empower the demon within you.
As a bonus action you may perform a bite attack with a 5 ft. range. It deals 1d12+ strength piercing damage.
When you transform into your Demon form your strength score increases to a 21.
You have resistance to all slashing piercing and bludgeoning weapons that are not magic or silvered while in demon form.
If you have not killed a humanoid in the past day when you go to take a long rest make a Charisma saving throw against Bloodlust DC. On a failure you are wracked with nightmares in the Abyssal plane and gain only the benefits of a short rest.
The Line is Blurred
At 14 level it is hard to discern where the demon ends and yourself begins.
Your strength score is now 18 if it was higher before it stays there.
When transformed you do not need to make the saving throw to maintain your composure until you are at half hp.
While transformed you gain access to a gore ability where if you move at least twenty feet and make an attack you deal 2d12+ strength damage.
A Beast Unchained
When you are reduced to half hp and are forced to make a Bloodlust saving throw you make the throw with disadvantage. You also can no longer make the save at the end of every turn and instead can only attempt to save when your allies use and action to persuade you to or when you attack them.
Subclass Options
Eldritch Invocations:
Beasts Bile( Demon Blood) You can use your reaction to regurgitate any poison that has entered your body. Whenever you take poison damage or become poisoned you may use your reaction to heal that much and end the effect.
The Blood Quickens (Demon Blood) You have advantage on initiative rolls and gain an extra +10 movement speed.
Terrifying Visage(Demon Blood 12th level) While transformed you may use an action to roar and frighten each creature of your choice within 30 feet that can see or hear you.
Feast (Demon Blood 10th level) When you score a crit while in Demon Form you may heal for half of the damage done to the target.
Flame of the Abyss (Demon blood 15th level) Your demon form attacks are now magically enhanced with the flames of hell. The damage from your strike improves to 1d12 and also deals fire damage.