đŋ Bloodblade â Quick Reference
â Core Kit
Overview
Proficiencies. Light/Medium/Heavy armor, Shields; Simple & Martial weapons.
Saving Throws. WIS, CHA
Fighting Style â Defense. While armored, +1 AC.
Sanguine Warrior. Use CHA for attack & damage with Bloodblade/pact weapon.
Thirsting Blade. When you take the Action with your pact weapon, you can attack twice.
Summon Bloodblade (L1). Conjure blood-infused weapon; take 1d4 damage. Damage is magical. Counts as Pact Weapon
â Blood Points (BP)
Resource & Generation
Pool: Max 10.
- Slaughter Ritual â Bonus: Sacrifice 3 HP â 1 BP.
- Lifesteal â Every 15 HP dealt â 1 BP.
- Kills â 2 BP (Med/Lg); 3â5 BP (Huge/Gargantuan).
â Mark & Defiance
L3 Mark & L10 Defiance
Marked for Death (L3) â Bonus, 30 ft, 1 min. Add proficiency to damage vs target.
On Crit: regain BP = CHA. On Kill: regain HP = Warlock level + CHA, gain +2 BP. 1/short or long rest
Bloodbound Defiance (L10) â Reaction when a Marked creature hits you; roll d6. On 4+ choose:
1) Block â damage 0. 2) Bloodlash â take ÂŊ dmg; attacker takes necrotic = CHA + Warlock level.
Uses: CHA mod / long rest
â Blood Arts (BP-Powered)
Powers List
| Power | Cost | Type | Range/Duration | Effect |
|---|---|---|---|---|
| Blood Bolt | 1 BP | Action | Ranged | 1d6 piercing + 1d6 necrotic |
| Blood Slash | 2 BP | Action | Ranged | 2d6 slashing + 2d6 necrotic + CHA |
| Sanguine Spears | 4 BP | Action / Bonus | Create 3; fire 1/turn | On hit 2d6 piercing + 2d6 necrotic + CHA (Draconic: +3d6 lightning, homing) |
| Sense Blood | 1 BP | Action | 1 min | Advantage on Perception & Insight vs living creatures with blood |
| Crimson Blade | 2 BP | Bonus Conc | â | +2d8 necrotic; adv. vs bloodied (<50% HP); crit heals 5 HP; ends if dropped |
| Ichorous Blood | 5 BP | Action | 10 min | Temp HP = 10 + Warlock lvl; reduce physical by 4 (min 1); melee hitters take 4 acid |
| Sanguine Doom | 8 BP | Action | 120 ft â 30 ft rad. | Extinguish light; blood rain; 4d6 necrotic; WIS save or Doomed (your next attack auto-crit) |
| Bloody Smite | 2 BP per step | â | â | On a hit add +1d6 per 2 BP (max BP = proficiency bonus) |
â Maneuver Mastery
Battle Master Synergy
Spend 2 BP instead of a superiority die (d8); save DCs use CHA. Choose any two:
âĸ Precision Attack âĸ Commanding Presence âĸ Brace (Reaction) âĸ Trip Attack âĸ Cleave (2 m cone; up to 3 targets; ÂŊ weapon dmg each)
â Fighter Techniques
Second Wind & Action Surge
Second Wind â Bonus regain 1d10 + fighter level HP. 1/short rest
Action Surge â take one extra Action. 1/short rest (2 at L17; not same turn)
â Feats & Invocations
Feats + Eldritch Invocations
Great Weapon Master. Bonus attack on crit/kill; choose â5 to hit for +10 damage with a heavy weapon.
Telepathic. +1 to INT/WIS/CHA (max 20); 60 ft telepathy; Detect Thoughts 1/long rest (or slot âĨ 2nd).
Invocations. Agonizing Blast âĸ Eldritch Mind âĸ Mask of Many Faces âĸ Sculptor of Flesh âĸ Thirsting Blade
â Relics & Arms
Magic Items & Weapons
Pearl of Power (ring). Restore 1 warlock slot / long rest.
Chains of Life (bandolier). Stores 6 BP.
Eldritch Blood Bolt (Eldritch Blast). 120 ft; beams 1/2/3/4 (1st/5th/11th/17th); 1d10 per beam.
Dragonslayer Greatsword. +1 atk & dmg; vs dragons: +3d6 slashing.
â Combat Routines & Trackers
Openers & Rest Boxes
- Bonus Marked for Death â Bonus Crimson Blade â Attack Ã2 (Thirsting Blade)
- Action Sanguine Doom â Cleave / Spears cleanup
- Action Ichorous Blood then Brace on approach
Rest Trackers: