Base Class: Fighter
A knight clad in armor of thorns strides down the hallway, bodies buried beneath his footsteps as a weapon made from the pure life essence drips from their palm. A scorned changeling unleashes the pain of the unending armory, destroying a horde of Barovia's finest monstrosities. Beneath a temple within Sharn, a half-orc takes part in the ancient rites instructed by the Blood of Vol. Bloodbound Knights are warriors who can utilize an unending armory of bloody weapons to unleash devastating attacks, or guard their allies.
Sanguine Recovery
The Crimson Armory has shown you the mastery of the blood. When you gain this feature at 3rd level, when you would use your Second Wind and roll for hitpoints regained, you instead regain the maximum number possible.
Crimson Armory
The call of the Crimson Armory beckoned you, and now its doors are open. When you gain access to this feature at 3rd level, you may use a Bonus Action on your turn in order to create a Bloodbound Weapon in your hand by sacrificing 1 hitpoint. You must have a free hand to do so, and when you create this weapon it lasts for 1 minute. You cannot be disarmed of it, and when anyone else attempts to wield your Bloodbound Weapon but you, it melts into rotting blood in their hands. In addition, you lose your Bloodbound Weapon if you dismiss it as a free action, are incapacitated, or if you try to summon more than two Bloodbound Weapons.
Your Bloodbound Weapons are magical for the purpose of overcoming resistances, and you may use them in the following ways:
- If the weapon you summon has the Heavy property: It also gains the Thrown property, and its Throw Range is equal to your Constitution modifier multiplied by 10. When you throw a weapon with the Heavy property, it also deals 1d8 necrotic damage in a 10ft. radius around the original target. This damage increases to 2d8 (5th level), 3d8 (10th level), and 4d8 (15th level). You expend 10 hitpoints per throw.
- If the weapon you summon has the Finesse or Versatile property: It also gains the Vicious property, and a creature dealt damage by these weapons cannot regain hitpoints until the end of their next turn. At 10th level, a creature that attempts to regain hitpoints while affected by this feature must make a Wisdom saving throw against a DC of 10 + your Constitution modifier + your proficiency bonus. On a failed save, they lose the amount they would have healed. You expend 5 hitpoints per weapon summoned.
- If the weapon you summon has the Ammunition property: it also gains the Endless property, and you no longer need the required ammunition to fire this weapon. You may use a bonus action once on your turn to make an additional ranged attack. You expend 1 hitpoint per fired shot.
Allied Renewal
The Crimson Armory reveals you the ability to bolster your allies in the heat of battle. When you gain this feature at 7th level, you gain proficiency with your choice of Intimidation or Persuasion. In addition, when you would use your Second Wind feature to regain hitpoints, choose a number of allies within 15 feet of you equal to 1 + your Constitution Modifier. Those allies also regain hitpoints equal to a use of your Second Wind feature.
Harrier's Speed
Just as the blood flows in your veins, so too must you. When you gain this feature at 10th level, whenever you are holding a Bloodbound Weapon in your hand you may choose to activate this ability as a bonus action. Blood from your body invigorates you, and your movement speed is increased by 10 times your Constitution modifier for 1 minute. This effect ends when you choose to end it, you are incapacitated, or you die. While you have this additional speed, you may choose to move or to fly. You must still land, after completing your fly movement. You may only activate this ability once per long rest.
Razor's Edge
The Crimson Armory demands balance on the edge of life and death, and yet you walk this rope perfectly. When you gain this feature at 15th level, whenever you would take damage that would reduce you to 0 hitpoints, you instead are reduced to 1 hitpoint. As you are reduced to 1 hitpoint, you may as a reaction target the creature that would have killed you. That creature must make a Constitution saving throw against 10 + your Constitution modifier + your proficiency bonus. On a failed save, halve the damage dealt to you, rounded up, and regain that number of hitpoints. If you didn't have a use of Second Wind when you were downed, you regain one use. You may activate this ability once per long rest.
Perfected Armory
The might of the Crimson Armory is complete, and you have left a bloody wake in your questing. When you gain this feature at 18th level, you no longer age normally for what is natural to your lineage. Instead, you only age once every 10 years. In addition, your Crimson Armory is now complete. Whenever you would use a Crimson Armory feature, all hitpoint costs are reduced to 1 hitpoint. You also gain an additional use of Razor's Edge and Harrier's Speed.
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