Base Class: Blood Hunter
As Crimson blood runs down your blade you smirk as you pull your hand away from the long sword the intricate carving glow red and the blade begins to heat up, you yell you feel power course through your veins and into your weapon empowering your strikes.
Sangre Knights are warriors who have mastered blood magic and rituals using their own blood to empower their strikes and debuff their enemies after a strike. Sangre Knights are bonded to their weapons oftentimes using their own blood to craft it or use their blood to awaken an old weapon that works to them, hungry for battle and luring for blood.
Symbiotic bond
Beginning at 3rd level you can perform an hour-long ritual to bond to your weapon, you can only bond one weapon at a time.
- You can now spend your hit die to deal extra necrotic damage.
- Your weapon is now considered magical for the purpose of overcoming resistances.
- After a successful attack, you can roll one hemo-craft die + CON modifier + one damage die from your bonded weapon and gain temporary hit points. [If your weapon carries the versatile feature roll the damage die of the two-handed property]
Vampiric Siphon
Starting at 3rd level, after landing a successful hit you can siphon your enemies power embuing your own body with extra power. After landing a hit you can spend a bonus action and a Vampiric Siphon charge and gain an extra die to roll based on the enemies AC. If the enemy has an:
- AC of 10 or lower you gain a D6.
- AC 15 or lower you gain a D8.
- AC of 20 or lower you gain a D10.
- AC 20 or higher you gain a D12.
- You can choose to roll this dice during a saving throw, ability check, attack, or to damage of you or your ally, you can announce the roll after you roll but before the dm tells you the affect
- You can subtract the rolled number from an enemy's ability check, saving throw, attack roll , or damage roll. You must announce the roll before the dms roll
- If you roll the highest possible number you can add your CON modifier to the roll.
- You gain all expended uses on a short rest.
- You gain one charge at 3rd, 7th, 11th, 15th, and 18th levels.
Leech Life
At the 7th level, you unlock the ability to harness your own blood to help a wounded ally you learn how to bring your ally back from the dead. You can expend one hit die to heal your ally and bring your ally back from death, they heal the hit die + your CON modifier.
Crimson Hemo-Craft
At 11th level, you learn how to master your own vitality and upgrade your hemocraft die. Your Hemocraft die is now a d10 instead of a d8 and starting at 17th level is a d12.
Brand of Blood Draining
Starting at 15th level when you use your Brand of Castigation binds your foe to your blood draining nature. When you use your Vampiric Siphon on a foe branded by you you gain an extra d6 and can use it to heal yourself on a bouns action, to heal roll the d6 and add your CON modifier. Once your foe falls unconscious you gain temporary hit points equal to you Hemocraft die+ a d6+ your Con Modifier. {temporary hit points don't stack}.
Empowering Plasma
At 18th level, you have bonded blood, soul, and mind with your magic and weapon; you can choose to forgo a whole round to enter into a Plasmatic state. You gain the following features for one minute:
- Your movement speed doubles
- Your bonded weapon gains one extra damage die
- Healing done by your leech life class features is doubled
- You gain advantage on every hit against foes you have either branded or drained and when you damage them you can choose to heal yourself for half the damage dealt or give healing to an ally.
Previous Versions
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8/20/2020 4:28:46 PM
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Posted Oct 28, 2020Looks perfect for my character when he levels up.