Base Class: Fighter
Blood Knights have studied ancient techniques passed down from blood knights that came before them that allow them to sacrifice their blood to enhance their effectiveness in combat. Blood Knights use magical techniques similar to those practiced by wizards. They focus their techniques on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant a Blood Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
|
Blood Knight Spellcasting |
Spell Slots per Spell Level |
||||
|
Fighter Level |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
3 |
2 |
- |
- |
- |
|
4th |
4 |
3 |
- |
- |
- |
|
5th |
4 |
3 |
- |
- |
- |
|
6th |
4 |
3 |
- |
- |
- |
|
7th |
5 |
4 |
2 |
- |
- |
|
8th |
6 |
4 |
2 |
- |
- |
|
9th |
6 |
4 |
2 |
- |
- |
|
10th |
7 |
4 |
3 |
- |
- |
|
11th |
8 |
4 |
3 |
- |
- |
|
12th |
8 |
4 |
3 |
- |
- |
|
13th |
9 |
4 |
3 |
2 |
- |
|
14th |
10 |
4 |
3 |
2 |
- |
|
15th |
10 |
4 |
3 |
2 |
- |
|
16th |
11 |
4 |
3 |
3 |
- |
|
17th |
11 |
4 |
3 |
3 |
- |
|
18th |
11 |
4 |
3 |
3 |
- |
|
19th |
12 |
4 |
3 |
3 |
1 |
|
20th |
13 |
4 |
3 |
3 |
1 |
When you reach 3rd level, you augment your martial prowess with the ability to cast spells by sacrificing your blood.
Spell Slots
The Blood Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher and take damage equal to 1d10 per spell slot level . You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Blood Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Constitution is your spellcasting ability for your wizard spells, since you use your spells through your blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your constitution modifier
Spell attack modifier = your proficiency bonus + your constitution modifier
Bloody Blade
At 3rd level you augment your attacks with your blood. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with blood. Take 1d10 of damage and for up to 1 minute, and your weapon, or weapons, deal extra necrotic damage equal to your Constitution modifier (minimum 1).
Improved Second Wind
Beginning at 7th level, you can use your Second Wind an additional time. You regain all expended uses of it when you finish a short or long rest.
Bloody Strike
Starting at 15th Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d10 for a 1st-level spell slot, plus 1d10 for each Spell Level higher than 1st, to a maximum of 5d10. You also take half the damage.
Toughened Blood
At 10th level, your hit point maximum increases by 20. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Blood Armour
Starting at 18th level, when you take damage to cast a spell or use your bloody strike feature, you gain the lost health in temporary health points.
Previous Versions
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6/8/2020 4:02:40 PM
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