My Unbalanced (for now) OC Subclass

Homebrew

This is my first time posting one of my creations onto this platform. I created an idea for my OC in dnd, and this warlock patron is what I came up with. I’ll post the actual character later (may or may not draw it; I suck at drawing), but I proudly present my Bloodweaver Patron warlock. The spells in the spell list are all homebrew, and are detailed below the subclass itself. I would love any balancing or flavor feedback you all have. I tried to balance it right out of the gate but I am relatively new to this (I have made one paladin subclass that is ready for play). Thanks in advance!

P.S: VGtMM stands for Volatyle’s Guide to Marvelous Magic, which is the imaginary book I use for all of my homebrew whenever the name is the same of real dnd stuff.

Bloodweaver Patron

"Your patron has mastered death by extorting the very thing that all creatures use to survive; blood. It drives the function of civilization itself. When you learn to master it through your patron, great power to change the world, for better or for worse, falls into your hands. Use it wisely.”

Bloodweavers are masters of life and death and do so by manipulating the life-blood of creatures in the multiverse. Typically hungering beings that seek to grow in strength and power, they grant their most devoted followers the ability to manipulate blood and death to grow stronger with the tides of war.

Level 3: Bloodweaver Patron Spells

The magic of your patron ensures you always have certian spells ready; when you reach a Warlock level secified in the Bloodweaver Spells table, you thereafter always have the listed spells prepared. 

Bloodweaver Spells 

Warlock Level Spells
3Asphyxiation, Vampiric Might, Reap
5Leech, Aura of Desecration
7Serve the Balance, Mortal Coil
9Bloodweave, Hemoturgy, Hands from the Dead

Level 3: Pull of Demise 

You have mastered the ability to pull creatures towards their doom. On your turn as a magic action, you can choose a bloodied creature within a number of feet of you eqaul to five times your proficiency bonus. The creature must succeed on a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your Warlock level and Charisma Modifier, and you restore hit points equal to half the damage dealt. On a successful save, the creature takes half damage and you restore no hit points. Regardless of the save, if the creature dies, you can expend a Bonus Action to restore a total number of hit points equal to the damage dealt to a number of creatures within 30 feet of you equal to your Charisma Modifier (minimum of one; this can include yourself). You can use this feature a number of times per Short or Long rest equal to your proficiency bonus. 

Level 6: Vampiric Blood 

You can take life force from the dead as well as the living. On your turn as a magic action, you can choose a number of corpses (including Undead, according to DM descretion) within 20 feet of you equal to your proficiency bonus. Each corpse dissolves into dust, taking necrotic damage equal to your proficiency bonus if it is an Undead. For each corspe or undead affected in this way, you gain a number of temporary hit points equal to your proficiency bonus. These temporary hit points expire after one minute or at the end of combat. Once you use this feature, you cannot do so again until you finish a Long Rest, but you can restore your use of it by expending a Pact Magic spell slot. 

Level 10: Hungering Being 

Your seeking of greater might has led you to feed on the deaths of others. Whenever a creature within 15 feet of you dies, you gain temporary hit points equal to your Warlock level. These temporary hit points stack with your Vampiric Blood feature. You can use this feature a number of times per short or long rest equal to your proficiency bonus. 

Level 14: Bloodweave 

You can now weave blood like fabric. Temporary hit points gained from your Bloodweaver Patron features or your Bloodweaver Patron Spells stack. In addition, whenever you use any other Bloodweaver features or cast a spell you always have prepared from the Bloodweaver Patron Spells, you can deal necrotic damage to a creature equal to the amount of Temporary Hit Points you have. You can use this feature a number of times per long rest equal to your proficiency bonus. 

Bloodweaver Patron Spells 

The Bloodweaver Patron Spells are not available on dndbeyond and are homebrew. They are listed below. 

Asphyxiation 

Level: 2nd 

Casting Time: 1 Action 

Range/Area: 15 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Varies

School: Hemoturgy (Necromancy) 

Attack/Save: Constitution

Damage/Effect: Necrotic 

Choose a creature you can see within range. The target must succeed on a Constitution saving throw. On a failed save, the target is lifted up into the air and stops breathing as your magic cuts off its air, taking 2d6 necrotic damage on a failed save. On future turns, you can expend a Magic Action to continue the spell until the start of your next turn, up to a number of turns equal to your proficiency bonus. When the spell is continued, the target repeats the save and is subjected to the same damage on a failed save. On a successful save, the target takes half damage instead and drops to the ground, and the spell ends. 

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. When you expend a spell slot of 4th level or higher, the target has disadvantage on attacks and strength saving throws while the spell remains active on it. 

Vampiric Might 

Level: 2nd

Casting Time: 1 Action

Range/Area: 10 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Instantaneous

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

Choose a number of creatures you can see within range. Each creature must succeed on a Constitution saving throw, taking 2d4 necrotic damage on a failed save and half as much damage on a sucessful save, and you restore hit points equal to the damage dealt. If you affect a number of creatures equal to your proficiency bonus or more, you can cast the spell once again for free, and cannot cast it again for free until you expend a spell slot to cast the spell again.

Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2. When you expend a spell slot of 4th level or higher, once you have all of your hit points restored, extra healing is converted into temporary hit points. 

Reap 

Level: 2nd

Casting Time: 1 Action

Range/Area: 15 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Instantaneous

School: Hemoturgy (Necromancy)

Attack/Save: None

Damage/Effect: Necrotic 

Choose a Bloodied creature you can see within range. You teleport to an unoccupied space within five feet of the creature and a spectral scythe appears in your hands, dealing 2d6 necrotic damage to the creature. You restore hit points equal to half the damage dealt. If the creature dies, you restore hit points equal to twice the damage dealt. 

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. 

Leech

Level: 3rd

Casting Time: 1 Action

Range/Area: 15 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Concentration, up to 1 Minute

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

Choose a creature you can see within range. Life force starts to leech out of it, and the target becomes Cursed for one minute. At the start of each of its turns, a creature Cursed in this way takes damage equal to your proficiency bonus and you gain Temporary Hit Points equal to the damage dealt. The targets hit point maximum is reduced by the damage taken. This reduction lasts as long as the Curse remains active.  A creature Cursed in this way can make a Constitution Saving Throw, ending the Curse on itself on a successful save. 

Using a Higher-Level Spell Slot. For each spell slot level above 3, you can concentrate on one additonal Leech spell at a time. The other Leech spells do not have to be of a higher level than 3 to be concentrated on simultaneously, as long as at least one of the Leech spells is above a level 3 spell slot. If you fail the constitution saving throw to maintain concentration, you choose which spell ends first. 

Aura of Desecration (VGtMM) 

Level: 3rd

Casting Time: 1 Action

Range/Area: 15 ft.  

Components: V, S, M (a small vial filled with blood) 

Duration: Concentration, up to 1 Minute

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

An aura of death and destruction seeps out from you for the duration. Each creature of your choice within a 15 foot emnation centered on you has Disadvantage on constitution saving throws, and whenever a creature inside of the Aura dies, each creature of your choice within the aura regains hit points equal to your Proficiency Bonus and you gain temporary hit points equal to your proficiency bonus. 

Using a Higher-Level Spell Slot. For each spell slot level above 3, the range of the Aura increases by 5 feet and the healing and temporary hit points both increase by your proficiency bonus. 

Serve the Balance 

Level: 4th

Casting Time: 1 Action

Range/Area: 15 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Instantaneous

School: Hemoturgy (Necromancy)

Attack/Save: None

Damage/Effect: Control(…)

You implore the dead to serve you. Choose a number of humanoid corpses equal to your proficiency bonus within range. Each one immediately stands up and becomes a Zombie under your control. Each one gains a number of temporary hit points and a bonus to attack and damage rolls equal to your proficiency bonus. The Zombies remain under your control indefinetly. 

Using a Higher-Level Spell Slot. For each spell slot level above 4, you can raise an additional zombie. At spell slot level 8 or above, the temporary hit points and attack and damage rolls are doubled. 

Mortal Coil 

Level: 4th

Casting Time: 1 Action

Range/Area: 30 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Concentration, up to 1 Minute

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

You send a spectral flaming skull at a creature you can see within range. The target must succeed on a Constitution saving throw, taking 8d8 necrotic damage on a failed save and half as much on a successful save. Regardless of save, the skull then continues to orbit around the creature, tormenting it for the duration. While the skull persists, the target has disadvantage on Wisdom and Constitution saving throws. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. 

Bloodweave 

Level: 5th

Casting Time: 1 Action

Range/Area: 15 ft. 

Components: V, S, M (a small vial filled with blood) 

Duration: Instantaneous

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

You manipulate the tides of blood to transfer life and death. Choose two creatures you can see within range. One creature takes damage equal to three times your level, and its maximum hit points are reduced by the damage taken. The hit point reduction lasts until the next day at dawn. The other regains hit points equal to the damage taken. Extra health is converted to temporary hit points. 

Hemoturgy 

Level: 5th

Casting Time: 1 Minute

Range/Area: n/a 

Components: V, S, M (a small vial filled with blood worth 50+ gp, which is consumed) 

Duration: 8 hours

School: Hemoturgy (Necromancy)

Attack/Save: None

Damage/Effect: Healing/Buff

You manipulate blood to form a lifeline in the worst case. A small glass orb begins to hover around your head, exerting a lightless glow. Whenever you deal damage to a creature, the orb gains hit points equal to the damage dealt. When you are reduced to 0 hit points during the duration, the orb shatters, and you restore a number of hit points equal to the hit points of the orb and the spell ends. 

Hands from the Dead 

Level: 5th

Casting Time: 1 Action

Range/Area: 60 ft

Components: V, S, M (a small vial filled with blood and a bone from a humanoid of some kind) 

Duration: Concentration, up to 1 Minute 

School: Hemoturgy (Necromancy)

Attack/Save: Constitution

Damage/Effect: Necrotic 

You call upon the dead to aid your plight. A rift in the ground 60 feet long and 5 feet wide opens in the ground in an area you can see. Each creature in the area must succeed on a Strength saving throw or it is restrained as spectral bony hands from various creatures appear in the ground and grab it. A restrained creature takes 6d6 necrotic damage at the start of each of its turns and can repeat the save at the end of each of its turns, ending the effect on itself on a successful save. A creature that passes through the affected area is subjected to the same saving throw. 

Using a Higher-Level Spell Slot. The damage increases by 1d6 and the range increases by 5 feet for each spell slot level above 5th. If you cast the spell with a spell slot of 7th level or higher, the affected area is Difficult Terrain. 

Posted Jul 3, 2026, 6:13 PM UTC

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