Fighter
Base Class: Fighter

Blood Fiend combines the martial mastery common to all Fighters with mastery over their own lifeblood. Their blood both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with blood manipulation.

These Fighters are cursed by Ancient Power, granting them command over their own blood, but at a price.

Level 3: Level 3: Bleeding

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Fighter level 10, you learn another Wizard cantrip of your choice.

Life-steal. Melee attacks recover half of damage dealt.

Devour. Upon finishing an enemy, you may choose to devour them and regain some of your lifeblood. Devouring an enemy adds Temp Health equal to 1d4 + 1/10th of Enemy's max health. Rounding up.

Ichor Spellcasting. The Blood Fiend Spellcasting table shows how much Max HP your spells cost. The table is not applicable to spells that already have a Max HP cost. You regain all expended Max HP when you finish a Long Rest.

Blood Fiend Spellcasting
  —MAX HP COST per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 3 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 5 6 — —
8 6 5 6 — —
9 6 5 6 — —
10 7 5 6 — —
11 8 5 6 — —
12 8 5 6 — —
13 9 5 8 10 —
14 10 5 8 10 —
15 10 5 8 10 —
16 11 5 8 10 —
17 11 5 8 10 —
18 11 5 8 10 —
19 12 5 8 15 20
20 13 5 8 15 20

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Constitution is your spellcasting ability for your Wizard spells.

Upcasting. You may upcast up to 3 spell slot levels higher than the spell you're casting, if the spell allows for it. The Blood Fiend Upcasting table shows the Max HP multiplier used in Upcasting.

Blood Fiend Upcasting
  —MAX HP COST MULTIPLIER per UPCAST Spell Level—
Fighter Level 1 2 3
3 2 3 5
4 2 3 5
5 2 3 5
6 2 3 5
7 1.5 2 4
8 1.5 2 4
9 1.5 2 4
10 1.5 2 4
11 1.5 2 4
12 1.5 2 4
13 1.5 2 3
14 1.5 2 3
15 1.5 2 3
16 1.5 2 3
17 1.5 2 3
18 1.5 2 3

When Fighter Level reaches level 7, 1st level spells that benefit from being casted with 2nd level spell slots are empowered, being casted with 2nd level spell slots by default, but also permanently increasing their cost by a fixed amount.

When Fighter Level reaches level 13, 2nd level spells that benefit from being casted with 3rd level spell slots are empowered, being casted with 3rd level spell slots by default, but also permanently increasing their cost by a fixed amount.

When Fighter Level reaches level 19, 3rd level spells that benefit from being casted with 4th level spell slots are empowered, being casted with 4th level spell slots by default, but also permanently increasing their cost by a fixed amount.

Level 3: Level 3: Bloodforged

You learn a ritual that creates a tether of blood, wrapping the tether around your arms and the handle of a chosen weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the tether. 

Once you have tethered a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is within 15 feet of you, you can pull the weapon back to your hand as a Bonus Action, causing it to fly through the air, hitting any enemy in the way for 1d4 bludgeoning damage. If another creature wields the tethered weapon, make a Strength Check against it to recall the weapon. Any attacks made on you with a tethered weapon is made with disadvantage.

You can have up to two tethered weapons, but you can recall only one at a time with a Bonus Action. If you attempt to tether a third weapon, you must break the bond with one of the other two.

Level 7: Level 7: War Path

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

Level 10: Level 10: Hemorrhage

You gain instinctual knowledge of Major Arteries in a creature's body. When you hit a creature with an Critical Hit using a weapon, the creature gains the Bleed effect.

Level 15: Level 15: Enhanced Physique

Increase the speed of your blood flow. When you use your Action Surge, you can sprint up to 30 feet. You can sprint before or after the additional action.

Level 18: Level 18: Improved War Path

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.

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