Base Class: Fighter
Fighters like these use their own blood to extend the reach of their weapons or increase their cutting edge, originally blood hunters who were unable to attend the Hunter's bane they sought alternative means of enchanting their blood, eventually achieving their goal, despite it being imperfect.
Blood Type
Every Sanguine Warrior has a different Blood type, just like normal blood types, they may repeat but one person cannot have more than one blood type.
Clotted
You gain the ability to develop blood clots at will, you can use this to coat a bludgeoning weapon like a mace or hammer in blood clots to gain +2 to the damage in exchange for taking 1d8 slashing or piercing damage (your choice)
Infected
Your blood was infected by a deadly disease, you yourself can withstand this disease but others you hit with the weapon may not be able to.
Infuse your weapon with the disease in exchange for 1d6 poison damage, enemies hit have to roll a CON save, DC 8 + proficiency + constitution score, on a fail they are poisoned for until the end of your next turn.
Thick
Your blood is especially thick, allowing you to use it to increase the reach of your weapon attacks by 5 ft, to activate this feature you need to take 1d6 of whatever damage type your current weapon uses, if your weapon uses bludgeoning you are unable to use this feature.
Thin
Your blood is incredibly thin, allowing you to increase your weapon's cutting edge by coating it in a layer of your own blood.
Take 1d8 Piercing damage as you stab one of your limbs or your torso to coat the blade and receive a +2 to your damage rolls.
Imperfect Blood
You gain immunity to Poison and Diseases, but gain vulnerability to necrotic damage.
Sanguine Shot
You pierce or slash the palm of your hand and then swing the open wound into the air, every creature in a 10 ft Cone has to roll a dexterity saving throw, DC 8 + proficiency bonus + dexterity bonus, on a fail they are stained in some of your blood, which slows down their movement and reaction times.
Any creature stained by your blood has it's speed halved and has disadvantage on dexterity saving throws until the start of your next turn, the effect is nullified if the creature is submerged in water or cleansed through a spell.
You may use this feature once per short or long rest.
Sacrificial Slashes
Slash at the air, creating a massive red blade that keeps going for 20 ft after you slash, take 2d10 damage as you almost rip your own body apart using this, anyone in it's path has to roll a Constitution saving throw, DC = 11 + Proficiency Modifier + Dexterity Modifier on a success the blade harmlessly passes through the opponent, on a fail anyone hit by the flying blade takes 2d8 Necrotic damage, this blade pierces infinitely until it eventually travels 20 ft.
Blood Sap
You gain the ability to sap the blood of enemies stained by your own, if an enemy under the effect of your Sanguine Shot dies within 60 ft of you, you regain 1d12+10 Hit points.
You may use this feature three times per short rest.
Bloodstream Manipulation
When you are hit by something that would poison you or give you a disease, you can absorb it and redirect it using your blood, spewing it out as part of your sanguine shot ability, the poison's effects are applied as normal and if a save is required, the DC is the same as it would've been if it had hit you.
Previous Versions
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4/30/2023 10:07:52 PM
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