Fighter
Base Class: Fighter

 

 Extolled for their training in the use of blood related powers, Exsanguinators are both loved and loathed by the darker powers of the world. Specializing in the study, and manipulation of vampiric abilities, these near undead warriors are as much friend to the greater forms of undead as they are foe.

Bonus Proficiencies

You gain proficiency with alchemy supplies and the survival skill. Additionally if you make a check that involves the use of blood or Vitae you make the check at advantage.

Sanguine Arts

You can use seals embodied in your blood to boost your abilities. You learn two seals of your choice, from among the seals described below, and each time you gain a level in this class you can replace one seal you know with a different one from this feature. When you reach certain levels in this class, you learn additional seals, as shown in the Seals Known table.

Seals Known

Fighter Level Number of Seals
3rd 2
7th 3
10th 4
15th 5


Whenever you finish a long rest, you may engrave yourself or a number of creatures equal to the number of seals you know, and can imbue a different seal onto each creature. A creature must be willing in order to gain the benefit of the seal, and a creature other than yourself may only bear a number of seals equal to their constitution modifier. Seals remain engraved on the creature until you finish a long rest. The seal grants passive benefit to the creature the seal is engraved upon, and an action ability that can be invoked. 

The following seals are available to you when you learn a seal. If a seal has a level requirement, you must be at least that level in this class to learn the seal. If a seal requires a saving throw, your Sanguine Arts save DC equals 8 + your proficiency bonus + your Constitution modifier.

Blood Omen

This seal allows you to catch glimpses of what forces weave your fate. While imbued with this seal, you have advantage on Intelligence (Arcana) checks and you cannot be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Chains of Blood

This seal allows you to manipulate your blood with more precision as well as the blood of your enemies. While you are imbued with this seal, whenever you receive healing aside from the use of your own Hit dice, you may add your Constitution modifier to the total amount healed.

In addition, when you hit a creature with an attack using a weapon, you can invoke the seal to force your target's blood to act against them: the target takes 2d6 necrotic damage and must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by this effect, the target takes 2d6 necrotic damage at the start of each of it's turns. The target can repeat the saving throw at the end of each of its turns, freeing themselves from the binding on a success. This effect does not affect creatures that do not possess blood or a similar form of vitae such as constructs, undead, and elementals. Once you invoke this seal you cannot do so again until you finish a short or long rest.

Guise of Vitae

This seal makes your form take a more lithe and beguiling form. While imbued with this seal, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when a creature within 30 feet of you attacks you or an ally, you can use your reaction to invoke this seal and force the creature to make a Wisdom saving throw against your Sanguine Arts DC. On a failed save the creature is charmed by you until the end of your next turn. During which the creature is compelled to move towards you using all of it's available movement. Once you invoke this seal, you cannot do so until you take a short or long rest.

Primal Resonance

This seal brings you closer to the beasts that were the progenitors of your powers. While imbued with this seal, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the seal as a bonus action to increase your predatory instinct. For 10 minutes, you gain a +2 bonus on all ability checks used to track prey that use you Wisdom or Intelligence. Once you invoke this seal, you cannot do so again until you finish a short or long rest.

Reinforced Vitae

This seal forces your blood to guard you from threats both from inside the body and from outside. While imbued with this seal, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.

In addition, you invoke the seal as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this seal, you cannot do so again until you finish a short or long rest.

Vital Extractor

This seal allows you to pick up the more subtle aspects of your surroundings. While imbued with this seal, you have advantage on Wisdom (Insight) checks, and you have blindsight out to a range of 10 feet.

In addition, when a creature ends it's turn within 30 feet of you, you may use your reaction to gain the upper-hand for your next strike. Make a Wisdom (Insight) check against the target's Charisma (Deception). On a success, you gain advantage against target for your next attack and you deal an additional 3d6 necrotic damage to the target. Once you invoke this seal, you cannot do so until you finish a short or long rest.

Vampire Warrior

You learn to call upon the vampiric powers you have honed to bolster your prowess in battle. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • Your movement speed increase by 10 feet.
  • You have advantage on Dexterity checks and Dexterity saving throws
  • Once on each of your turns, one of you attacks with a weapon or unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Bloody Reprisal

You learn to turn your enemies attempts at drawing blood against them. When another creature you see within 60 feet of you is hit by a melee attack roll, you can use your reaction to force the attacker to make a Dexterity saving throw against your Sanguine Arts DC. On a failed save the target takes 3d6 necrotic damage, and is blinded from the spray of blood until the end of your next turn. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vampiric Presence

The dark powers that you call upon have permanently altered you form. When you gain this feature, you appear visibly more alluring or intimidating depending on your mood.

Moreover, the extra damage you deal with your Vampire Warrior feature increases to 1d8.

Seal Artisan

You can invoke each seal you know from your Sanguine Seals feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Vampyr Imperator

You have mastered the vampiric powers bestowed onto you. As a result, the extra damage you deal with the Vampire Warrior feature increases to 1d10. Moreover, when you use that feature, your movement speed increases by 20 feet rather than 10 feet and creatures have disadvantage to hit you with attacks of opportunity. 

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