Fighter
Base Class: Fighter

The archetypal Blood Knight is a fighter who combines their martial training with supernatural abilities. These knights are outcasts who cannot live a normal life among their people, but still wish to do their part in protecting those who cast them out. Most are members of the Order of the Crimson Rose, but there are those brothers and sisters who fall from their noble path and use their training for cruelty and pain. Blood Knights count such creatures as vampires, lycanthropes and fey amongst their number, but anyone who finds themselves outcast and willing to fight can find a place among them.

Supernatural Power

3rd-level Blood Knight feature

You harbor a wellspring of supernatural energy within yourself. This energy is represented by your Supernatural Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various supernatural powers you have, which are detailed below.

 

Some of your powers expend the Supernatural Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Supernatural Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Supernatural Energy die, but you can’t do so again until you finish a short or long rest.

 

When you reach certain levels in this class, the size of your Supernatural Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Supernatural Energy dice.

 

Heightened Abilities. When you make a Dexterity, Strength or Wisdom ability check you may roll one Supernatural Energy die and add the result to the roll. 

Regenerative Blood. When you are hit with an attack you may use your reaction to expend one Supernatural Energy die, roll the die and regain hit points equal to the number rolled plus your Wisdom modifier (minimum of 1), as you tap into your supernatural blood.

Savage Assault.  Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Supernatural Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.

Telekinetic Adept

7th-level Blood Knight feature

You have mastered new ways to use your supernatural abilities, detailed below.

Inhuman Reflexes. Once on each of your turns, immediately after you miss a target within 30 feet of you with an attack, you can expend one Supernatural Energy die to repeat the roll, rolling it and adding the result to the attack roll.

Miraculous Movement. As a bonus action, you may take the Dash action. If you do, you may choose to sacrifice the bonus movement to instead gain a flying speed equal to your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Supernatural Energy die to take it again.

Acclimated to Horror

10th-level Blood Knight feature

You are immune to the Frightened condition and friendly creatures within 30ft have advantage on saving throws to avoid being Frightened.

Creature of the Night

15th-level Blood Knight feature

You gain blindsight up to 30ft and when you score a critical hit with a weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Preternatural Predator

18th-level Blood Knight feature

Whenever you reduce a creature to 0 hit points you regain a Supernatural Energy die.

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