Blood weapon
Starting at level 3 You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Crimson Bond
Starting at 7th level, you can use your innoccence to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.
As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.
During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.
Once this connection ends, the Crimson Bond is lost.
Armor of blood
At 10th level, your innoccence grows more powerful. You can use your reaction to create a shield out of your blood increasing your ac by 5 for 1 round
Blood Curse of the Exorcist
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies — and to punish those responsible for it.
As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.
Blood Curse of Corrosion
Starting at level 18 As a bonus action, you cause a creature you have damaged to become poisoned. The creature can make a Constitution saving throw at the end of each of its turns, ending on a success. The dc is 16
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