Base Class: Fighter
A warrior of the Blood Shadow can unleash their spirit in combat, manifesting a crimson echo that mirrors their fury. The bond between fighter and blood shadow grants unnatural endurance, horrific ripostes, and terrifying presence on the battlefield. As they grow stronger, the fighter and shadow move as one — an unstoppable force of martial destruction and spectral wrath.
Fighters of this path are often seen as cursed or blessed by dark powers, but in truth, they are merely those who have bled, fought, and refused to fall — and whose shadows now bleed and fight with them.
Level 3: Bloodshadow Manifistation
- Bloodshadow stats:
AC: 12 + your proficiency bonus; HP: equal to your Fighter level + your Constitution modifier; Attack: melee shadow strike, uses your attack bonus; Damage: 1d6 + your Strength or Dexterity modifier; Senses: darkvision 60 ft; Immunities: poison, psychic; Resistances: bludgeoning, piercing, slashing from non-magical attacks. - Actions: The bloodshadow can take one of the following when commanded as a bonus action: Attack (one melee attack), Hold (attempt to grapple or restrain with a contested Strength check using your attack modifier), Position (move up to 30 feet to a space you can see; it can move through creatures and difficult terrain but cannot end its turn in an occupied space).
- Range & tether: The bloodshadow must remain within 120 feet of you. If it ends its turn farther than 120 feet away, it is pulled back to you and cannot act until your next turn.
Blood Points
You gain Blood Points (BP) equal to your proficiency bonus. You regain all BP on a long rest. You can spend BP to fuel special bloodshadow abilities described below.
- Summoning: Manifesting or dismissing your bloodshadow costs 0 BP. The shadow is a free baseline feature; BP fuels its special effects. You may spend BP only when you command the bloodshadow or as a bonus action on your turn unless a feature says otherwise.
- Blood Sacrifice: As an alternative to spending BP, you may spend hit points equal to 2 × BP cost to produce the same effect. HP spent this way cannot be reduced by temporary HP and cannot reduce you below 1 HP.
- Recovery: Regain all BP on a long rest. Regain 1 BP on a short rest. Additionally, regain 1 BP when you reduce a creature to 0 HP.
- 1 BP Quick Command: The bloodshadow can take an extra minor action this turn (Attack or Position only).
- 1 BP Shadow Shield: As a reaction when you are hit, the bloodshadow imposes disadvantage on that attack; the shadow takes necrotic damage equal to half the prevented damage (rounded down).
Level 7: Shadow Strike and Blood Fuel
Shadow Strike: When you command the bloodshadow to Attack, it deals additional necrotic damage equal to your CON bonus.
Blood Fuel: You can spend BP to empower actions. You may spend BP as a bonus action or when you command the bloodshadow, choosing one of the following effects. You can spend multiple BP on the same effect if allowed.
- 1 BP Keen Edge: The bloodshadow’s attack gains a +1 bonus to hit and deals an extra 1d6 necrotic damage.
- 2 BP Shadow Bind: On a hit, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be restrained by shadow for 1 round. The restrained creature can repeat the save at the end of each of its turns.
- 3 BP Blood Lash: The bloodshadow makes a special attack that deals 2d6 + your Strength or Dexterity modifier necrotic damage and pulls the target up to 15 feet toward you. If the pull brings the target into your reach, you may make one opportunity attack against it as part of the same reaction.
Level 10: Umbral Cloak
Cloak of Shadows: While your bloodshadow is within 30 feet of you, you gain the following benefits
- You have advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
- When you take the Dodge action, the bloodshadow may use its reaction to interpose itself, granting you resistance to the first attack that hits you before the start of your next turn. The bloodshadow takes necrotic damage equal to half the damage it prevented.
Shadow Step: Once per short rest, as a bonus action, you and your bloodshadow may swap positions with each other within the tether range. If you end this swap in dim light or darkness, your first melee attack before the end of your turn deals an extra 1d8 necrotic damage.
Level 15: Echo of Blood
Blood Echo: Your bond deepens. When you spend BP or use Blood Sacrifice to empower the bloodshadow, you may choose to create an echo: the bloodshadow immediately makes one additional Attack action against a different creature within reach. If that attack hits, you regain 1 BP.
Shared Pain: When the bloodshadow would be reduced to 0 HP, you may choose to transfer its damage to you. You take necrotic damage Instead.
Level 18: Eclipse Sovereign
Your bloodshadow becomes a true extension of your will. You gain the following capstone abilities.
- Twin of Night: You may manifest a second bloodshadow for up to 1 minute once per long rest. The second bloodshadow has the same stats as the first but cannot be used to regain BP. Both shadows act on your turn; you may command each independently as separate bonus actions.
- Final Eclipse (1/long rest): As an action, spend all your remaining BP to unleash a devastating wave of shadow. Each BP spent increases the area and damage: creatures in a 10-foot-radius per BP centered on you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes necrotic damage per BP spent and is blinded until the end of your next turn. On a successful save, it takes half damage and is not blinded. After using Final Eclipse, you are exhausted until you finish a long rest
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