Fighter
Base Class: Fighter

The blood knight is the title given to an eldritch knight who chooses to delve into the taboo discipline of hemomancy, or the magic of controlling blood and life force. These warriors thrive in the heart of battle where the blood flows thickest, using it to enhance their offensive and defensive capabilities.

Combat Hemomancy

Starting at 3rd level when you choose this archetype, you gain access to a series of hemomantic abilities that allow you to use the blood of your enemies to your advantage.

When you damage a creature that has blood within 30 feet of you with a weapon attack, you gain a special die called a blood die, which is a D6.  You can have a number of these dice up to a maximum equal to your proficiency bonus. Creatures that do not have blood do not generate blood dice, and you do not gain blood dice from attacks that are modified by blood dice.

You can expend blood dice to perform a number of hemomantic abilities described at the end of this features description. 

Each time a hemomantic ability asks you to expend your blood dice, you can choose how many you want to roll and gain a benefit based on what you rolled. 

Hemomantic Abilities

Combat Regeneration. At the start of your turn, you can spend blood dice to gain temporary hit points. Roll the dice you spend, add them together, and gain temporary hit points equal to the total, replacing any temporary hit points you already have.

Crimson Strike. You can use the Attack action to make a special melee attack, a crimson strike. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. You brandish the weapon used in the technique and make a melee attack with it against one creature within 15 feet of you. On a hit, the target takes magical piercing, bludgeoning, or slashing damage equal to the total of the blood dice you spent. 

Blood Shell. When you are hit by an attack, you can use your reaction to spend blood dice. Roll the dice you spend, add them together, and increase your AC by the amount equal to the total rolled against that attack.

Blood Clotting. As a bonus action, you can spend blood dice to throw blood onto a surface at a range of 15 feet and have it stick in a 25 ft. square. Any creature that starts its turn in that area or that enters that area during its turn must make a Strength saving throw with a DC of 10 + the amount you roll on your blood dice (A maximum DC of 8 + proficiency bonus + Strength or Dexterity modifier). On a failed save, the creature's speed is reduced to zero until the start of their next turn.

Sense Life

At 7th level, you gain advantage on wisdom (perception) checks to spot and track enemies that have blood in their veins. In addition, your ability to sense blood can be so precise that you have advantage wisdom (insight) checks to tell if someone is lying to you.

Blood-Fueled Overdrive

At 10th level, when you use your indomitable feature, you can expend one blood die and add it to the roll.

Hemomantic Precision

At 15th level, you have a very tight control over blood you spill. You can re-roll one blood die once whenever you roll them for a hemomantic ability.

Bloody Tyrant

At 18th level, when you hit a creature with an attack and have the maximum number of blood dice, you can expend them all to force the creature to make a Constitution saving throw with a DC of 8 + proficiency bonus + Strength or Dexterity modifier. On a failed save, the creature is paralyzed for 1 minute. At the end of each of its turns, the paralyzed target must make a Constitution saving throw at the end of each of its turns. On a successful save, this paralyzing effect ends.

Comments

Posts Quoted:
Reply
Clear All Quotes