Base Class: Fighter
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Blood Die
At 3rd level, you gain the ability to draw onto a new innate power - control over your own blood. As you gain levels in this class, certain class features will scale using the following Blood Die Table:
|
Fighter Level |
Blood Die |
| 3rd |
d4 |
|
6th |
d6 |
|
10th |
d8 |
|
14th |
d10 |
|
17th |
d12 |
Sanguine Fortitude
At 3rd level, the innate power within your blood has made you more resilient and quick to recover.
You have advantage on saving throws against poison, and you have resistance against poison damage. Furthermore, when rolling hit dice to recover health points or to determine health points gained as a result of levelling up, treat any roll below half of your hit die maximum (rounded up) as the average result of the die roll (rounded up) plus 2.
Crimson Combatant
At 3rd level, you are able to infuse weapons and shields you hold with the power residing within your blood. As a bonus action, you sacrifice a portion of your own blood. Roll one blood die and take necrotic damage equal to the number rolled. This damage can’t be reduced in any way, but can be regained as a result of being healed.
For one minute, you gain the following benefits:
- An empowered weapon deals additional necrotic damage equal to one roll of your blood die.
- While holding an empowered shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
This effect ends early if you no longer hold the empowered item or lose consciousness. Furthermore, the weapon must deal either slashing or piercing damage.
Glyphs of Sacrifice
At 7th level, the powers within your blood can be harnessed even further in the shape of crimson glyphs. These glyphs are drawn onto your skin using your own blood, evoking one of the following empowerments:
Glyph of Sensing. You sense creatures that have blood coursing through their veins. Unless behind total cover or crowded tightly together, you are aware of the general direction and number of creatures within 60ft. of you.
Glyph of Will. You have advantage on Charisma (Intimidation) and Wisdom (Insight) checks.
Glyph of Stride. Your walking speed is increased by 5ft. and your movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce your walking speed.
Glyph of Might. You have advantage on Strength (Athletics) checks and you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Glyph of Fervor. You gain the amount of hit points recovered by your Second Wind feature also as temporary hit points. These hit points disappear after one minute.
To draw and maintain these glyphs reduces your maximum hit points, which can’t be reduced in any way. A single active glyph on your body reduces your maximum hit points by one roll of your blood die. Any additional glyph you draw onto yourself reduces your hit points by an additional two rolls of your blood die.
These glyphs lose their power when you lose consciousness or complete a long rest, at which point your maximum hit points returns to normal. Each glyph can only be applied once and takes one minute of uninterrupted and concentrated work. Being interrupted while applying a glyph causes the process to immediately fail.
Refer to the following table to determine the total reduction of your hit points according to the number of active glyphs:
|
Number of Active Glyphs |
Number of Blood Dice |
| 1 |
1 |
|
2 |
3 |
|
3 |
5 |
|
4 |
7 |
|
5 |
9 |
Haematic Potency
You gain immunity to poison damage and the poisoned condition, as well as resistance to necrotic damage.
Glyph Mastery
At 15th level, the mastery over your powers increases the potency of your glyphs, adding the following effects:
Glyph of Sensing. Your senses reach up to 60ft. away from you.
Glyph of Will. As a bonus action, an enemy creature within 30ft. of the you must succeed on a Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glyph of Stride. Your walking speed is increased by an additional 5ft.
Glyph of Might. Your jumping distance is tripled.
Glyph of Fervor. Second Wind also removed one of the following conditions on you (your choice): Blinded, Frightened, Deafened, or Charmed.
Crimson Champion
You gain absolute control over your blood, granting your Crimson Combatant feature the following additional benefits:
- The bonus necrotic damage from wielding an empowering weapon increases to two rolls of your blood die, up from one.
- While holding this empowered shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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