Otherworldly Patron

The Blood Moon

Your patron is an unholy entity present only on the most dangerous nights, when the sky is stained red by the moon's glowing crimson visage. On such nights, people are known to act strangely; fearsome creatures are known to arise, and people are advised to lock their doors with the strongest of protections. At this time, some say one can trade with it; some say, with the right offering, one may be given what they seek—but always at a price. Your pact with the Blood Moon grants great power, but at the cost of your life force, and perhaps even your empathy and morality.

Expanded Spell List

The Blood Moon 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 Moon Expanded Spells

Spell Level Spells 1st bloodburn, faerie fire 2nd moonbeam, vampire's kiss 3rd bestow curse, tides of blood 4th locate creature, sanguine sanctum 5th bloodcurse, hallow

Note: Spells in bold can be found in /u/Jonoman3000's Dark Arts Player Companion. All credit of the spells go to him.

Moonspeaker

At 1st level, your connection to the blood moon allows you to always know the current phase of the moon, as well as predict the phase of the moon on a future date.

Invigoration

At 1st level, you can tap into the blood moon's supernatural vigor. You have a pool of d6s equal to your Charisma modifier (min. 1). You can use an action to roll any number of these dice and gain temporary hit points equal to the total rolled + your Charisma modifier, for 1 minute.

After consuming a die with this feature, you cannot roll it again. This feature resets at the end of a long rest.

Moonlit Ceremony

At 6th level, your maximum number of Invigoration dice is increased by one.

Also, when you or a creature within 30 feet of you are reduced to 0 hit points but are not killed outright, you can use your reaction to expend an Invigoration die. The chosen creature regains hit points equal to the amount rolled + 1.

Once you use this feature, you cannot use it again until you finish a long rest.





Seek the Blooded

At 10th level, your maximum number of Invigoration dice is increased by one. They become d8s.

Also, you become anointed in your patron's unnatural light, gaining resistance to radiant damage. Also, you gain darkvision of 60 feet if you do not already have darkvision, and you can see through magical darkness.

Call of the Red Night

At 14th level, your maximum number of Invigoration dice is increased by one.

Also at 14th level, you can call the blood moon to manifest in the sky. Choose one location within 1,000 feet that you can see that has open sky. As an action, you can expend 3d6 hit points to call the blood moon's dim red glow to flood a 45-foot radius area for 1 minute, reducing the light level of the area to dim light. All creatures (except you) in the area who can see the sky must make a Wisdom saving throw or be frightened, and attempt to flee from the area. They must repeat the saving throw at the beginning of each of their turns until the duration expires, regardless of whether they failed the first saving throw.

During this time, any Invigoration die you roll is treated as its maximum number.

This feature resets at the end of a long rest.