Fighter
Base Class: Fighter

The Claret Knights are very expertised fighters about one martial weapon from their past life. Claret Knights blood bonded to their weapons and they want to forget past usualy, cause of these the Claret Knights can use martial arts and they expertised about blood bending and blood usage in fight. In the lands of the myths there was a Strong and Proud knight named Clare who uses her blood for resqueing of her friends and other people. Because of the Clare's issues the followers of the Clare created a martial art with a fighter class named Claret Knight cause of the Clare and the meaning of the Claret.

Blood Reservoir

Beginning when you choose this archetype at 3rd level, When you choose Claret Knight this meaning you drinked the blood of Clare the Great Blood Knight, and now you are able to control blood spells and abilitys with your Blood Points. Your Blood points equels to twice of your Constitution modifier. And If your blood used by another creature for healing this creature takes damages equels to healing number and the creature can not restore hit points for 10 minute, if a creature uses your blood for materialic components or attack materials it's action going to be fail.

Blood Magic

Starting at 7th level, You can choose a blood magic type for your fighting styles. And you gain resistance to force damage..

Blood Invader

When you choose this blood magic type you can use this abilitys;

-You can spend 2 blood point for taking a bonded weapon attack as a bonus action.
-When you take damage from a creature you can spend 2 blood point and you can attack with your bonded weapon as a reaction and if you move for attacking enemys can not take opportunity attack.
-When kill an enemy you gain half of your spended blood point for this creature.

Blood Keeper

When you choose this blood magic type you can use this abilitys;

-When you take damage from an enemy you can spend one blood point and you can gain resistance to attack type of prior attack for one minute (or 10 round).
-If you spend blood point you can gain temporary hit points 1d6 per blood point, you can stack this blood temporary hit points max 3 times.
-You can spend 2 blood point for rolling a d6 and you can add the rolled number to your Armored Class, It takes 1 hour but can not stacks.

Blood Leech

When you choose this blood magic type you can use this abilitys;

-When you kill a target with your bonded weapon you will a d4 and equels to rolled number you gain blood points.
-When you hit a target with your bonded weapon if target's blood flowing as a bonus action you can drink the blood from your weapon and you gain hit points equels to your fighter level.
-When you hit a target and the target can not be bleed you can spend 1 blood point for restoring hit points equels to your fighter level.

Blood Possesser

When you choose this blood magic type you can use this abilitys;

-When you hit a creature with you bonded weapon you can spend 1 blood point and the target must make a charisma saving throw if it fails the target charmed by you for 1 minute.
-When you kill a creature with your bonded weapon and you spend 1 blood point you can choose a target in 150ft. area and you give it disadvantage for checks, DC and saving throws.
-If you kill a charmed creature by you with your bonded weapon you can roll a d6 and you gain blood points equels to rolled number.

Blood Bond

You can do a magical blood bond rituel for weapons or creatures (You can blood bonded with just one creature and just one weapon until you break the bond), If you choose bonded with a weapon and the weapon is a two-handed weapon you can use this with your one hand, if it's a simple or normal martial weapon you can use it normally. When you bonded a weapon bonded weapon gains a blood knight soul from past and gain mind, And you gain ability named Blood Sharp if you attack with your bonded weapon you can spend your blood points for dealing extra damage, you gain 1d6 force damage per one blood point and you can stack this bonuses max 3 times and you can use blood sharp ability as a bonus action. If you bonded a creature you can know the creature's place and phsical issues from 800 ft. area and if you're in the same plane you and bonded creature can comunicate with telephaty.

Bloody Fighting

At 10th level, You can choose a second option from the Fighting Style class feature and you can use this feature for your bonded weapon (You can use all of fighting style for your melee bonded weapon). And you are not a pure blooded alive creature anymore now your type is Unknown and you gain blood points equels to your constitution modifier.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unknown Blood Type

Starting at 15th level, You gain resistance for slashing, piercing and bludgeoning non-magical and non-silvered attack types, And if your resistance blocked or canceled by an effect and you take damage from these types when your resistance canceled you can restore half of your maximum blood point.

Blood Marriage

At 18th level, You gain blood point restoration ability and now you can restore your blood points in a short or long rest and you when you are in a fight you gain 1 blood point per 1 minute.
If you want to increise your abilitys you must get married with a rituel binding with a person, If you are married you bonded with your partner and you can not create blood bond with other creatures. When you married with a partner you gain advantage to all of your saving throws and ability checks.