Base Class: Fighter
A human in full plate strikes down a goblin with her longsword, quickly reaching back, she forces her blood into her goliath companion sealing his wounds.
A dwarf hurriedly crushes a ogres skull and uses its blood to propel himself forward, dashing to his allies aid.
A halfing grits his teeth and focuses as he forces his dead friends heart to beat, narrowly forcing death away.
The Road to becoming a Vitalis Knight is not one that is to be taken gently, for once travelled, there is no turning back as you are forever changed. The knights of Vitalis channel the innate healing properties of blood, often feared and misunderstood these knights tend to be secretive with their powers whether they be innate or learned.
A Vitalis Knight can often become confused with bloodhunters however they are not the same, while bloodhunters share the same talent for hemocraft the ways that they are taught and the beliefs that they follow are different, with the bloodhunters subscribing to the darker and more powerful secrets of hemocraft, Vitalis knights tend towards the more defensive and healing arts. Whether used as a village defender, healing the sick or the wounded while fighting off whatever creatures ail them or, as a proud mercenary leader fighting off the evils of the land one thing remains true, Knights of Vitalis consider each other to be brothers and sisters, infighting is simply not allowed and one who strikes at another is excommunicated and imprisoned on a far away island hidden from all but those that know where it is.
Rites of Vitalis
Beginning at 3rd level when you pick this Archtype, you gain proficiency in the Healer's Kit and the Medicine skill. If you are already proficient in the Medicine skill, you add double your proficiency modifier to rolls made with that skill.
Additionally, at 3rd level, you gain the ability to manipulate your blood and the blood of others, you do this by using special dice called superiority dice.
Superiority Dice:
You have a number of superiority die equal to your constitution modifier, which are d6s. A Superiority die is expended when you use it. You regain all of your expended Superiority dice when you finish a short or long rest.
Your superiority die become d8s at 7th level, they become d10s at 12th and become d12s at 17th.
While within 5ft of an ally, as an action, you may activate the healing abilities of their blood, you roll and expend up to your proficiency modifier worth of Superiority die to heal them. The ally regains hit points equal to the die roll plus your proficiency modifier.
In addition, When you make a Medicine check, you may spill some of your blood on the target of the roll and expend a Superiority die adding the die to your check.
Edict of Bonding
At 7th level, When you use your Second Wind feature, you can choose up to three creatures within 30 feet of you that are allied with you. Fine tendrils of your blood fly out to each one and they regain hit points equal to your fighter level, provided that the creature can see or hear you.
In addition your blood can quicken your movements and reactions, if you see an ally in mortal danger you gain the following abilities:
-dash as a bonus action provided that dash enables you to enter a space within 5ft of an incapacitated ally at which point you stop moving.
-advantage on initiative rolls so long as an ally is incapacitated within 60ft of you.
Edict of Impurity
At 7th level you can sense the impurities in the blood of enemies and allies alike.
You gain a new use for your Superiority die:
You may expend a Superiority die to cure a target of either the blinded, deafened, paralyzed, diseased or poisoned condition.
You may also expend a superiority die to determine if a creature is suffering from any of the preceding conditions.
Edict of Wrath
At 10th level, The power of your blood screams within you and lashes to get out. When you use your Action Surge feature, you can choose one creature within 30 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. If the attack is being made against a creature that has less than half of its maximum hit points the attack is made with advantage.
In addition you gain a new use for your superiority die, you can manifest a shield of blood using a your reaction to expend a superiority die. Roll your superiority die, the target gains half of that roll (rounded down) as AC and is treated as having half cover for all dex saves until the end of your next turn.
Edict of Life
At 15th level, You may drain your blood to bring someone back from death, to do so you must expend all your Superiority die (equal to con mod) to bring a large or smaller target back from the dead, so long as they have not been dead for more than a day. Doing so brings the target back to 1 hit point. If they have been dead for longer than a day they come back with as a zombie (if medium or smaller) or a zombie ogre (if large) use the statblocks for these creatures.
This power of renewal extends to you and the powers of your Vitalis rite. As a action you can restore all of your superiority die, you cannot do so again until you complete a long rest.
Edict of Blood
At 18th level, Your mastery over blood cannot be denied. Whenever you roll a superiority die to use your "Vitalis Rite" or "Edict of Wrath" features the roll of your superiority die is considered to be the max roll.
In addition whenever you roll initiative and have no superiority die remaining you gain a superiority die.
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