Base Class: Fighter
After spending years on the battlefield fighting all sorts of monsters, the gods have blessed you with some unique abilities that make use of their blood. Your specialties are in blood magic and abilities.
Proficient Hunter
When you choose this archetype at level 3, you gain proficiency with 1 skill of your choice. Furthermore, you gain the ability to cast comprehend languages, speak with animals, identify, and hunters mark with your blood points.
Also, for your ability damage types, you can change between Radiant and Necrotic damage with a 10 minute ritual.
Blood Ritual and Blood Weapon
When you choose this archetype at level 3, you gain the ability to store and use monster blood in various ways. You can store a number of blood points equal to your proficiency bonus + CON modifier and use them to fuel your spells and abilities. Using a blood point takes a bonus action. To gain and store 1 blood point, you must kill a monster of any type other than divine, celestial, or holy monsters like angels, and must spent 1 minute performing a blood ritual to gather the blood from all monsters in a 60ft radius of you (each medium or larger monster grants 1 points each and smaller monsters 1 point per 2 dead bodies up to a maximum gained per ritual equal to your CON modifier). These are stored until you use them.
At this level, you can use 1 blood point to cover your weapon in monster blood, allowing you to deal an extra 2d6 + CON modifier necrotic damage on your attacks for the next attack. You can do so no more than once per turn. This number increases to 3d6 at level 6, and 4d6 at level 10.
Reverse Eyes
At level 7, you gain the ability to infuse your very vision with monster blood for a pretty interesting effect. Once per long rest, you may use two blood points to transform your eyes into the shape of a red star, allow you to, as a reaction, completely negate the damage and/or effects of one skill, spell, ability, or attack that would otherwise effect you with status effects, damage, or both. Upon using this ability, you may not do so until you take a long rest, and for 1 hour following the usage of this ability, you have disadvantage on all skill checks as your sight seems to have taken a hit. You also get to cast locate object, magic weapon, and alter self using your blood points (1 blood point per casting of a spell).
Tireless Spirit
Whenever you hit an enemy with an attack, you can spend 1 blood point to deal bleed magic damage to them, in the amount of 1d6 + 1 for a CON modifier number of turns. Spending an additional blood point when you do this will allow you to regain the damage this does as temporary hit points up to a maximum of 12.
Blood Slash
Starting at 15th level, you learn to use your gifts more proficiently, allowing you to use them for more long range attacks as well. Using 2 blood point, you pour your all into a single swing, sending a blood blade 5 ft by 15 ft flying across the battlefield. Up to three creatures within 30 ft of you in the direction of the swing must each make a DC 15 Dex saving throw or each take 2d6 magical slashing damage on a failed save, or half as much on a successful save. You also gain the ability to cast tongues, magic circle, and remove curse using your blood points (1 for each casting of a spell).
Blood Art - Bastion of The Gods
Starting at 18th level, you have mastered your blood arts unlike any other, so much so that you have gain this trump card to use once per long rest. The ability transports You and everything within a 60 ft radius to a bastion rooftop, triangular in shape (each side 120 ft long), in the middle of the heavens in your own pocket dimension. this bastion remains for CON modifier rounds of combat, or 1 minute outside of combat, and while within it, you and your allies have advantage on all of their attacks and foes have a -1 to theirs. This ability can be used 1 time per long rest using 2 blood points.
After its over, everyone is transported back to the exact positions that they were when they got teleported to your dimension.
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