Fighter
Base Class: Fighter

While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of blood magic have long been forbidden and lost to most of the civilized world. Blood Knights have learned these techniques through study and practice, using blood magic to enhance martial prowess.

Through careful study and practice, Blood Knights have honed blood magic into combat utility, forfeiting a facet of their health to cast spells and debilitate foes. Use your blood magic to improve your defenses and weave magic into your attacks. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent, or are the terrors themselves.

Spellcasting

Blood Knight Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips

At 3rd level, you know 2 cantrips of your choice from the Blood knight list. You learn additional cantrips of your choice at higher levels

Spell Slots

The Blood Knight table shows how many spell slots you have. The table also shows what the level of those slots is. To cast one of your blood knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

At 3rd level, you know three 1st-level spells of your choice from the blood knight list

The Spells Known column of the blood knight table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the blood knight list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, so you use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Blood Magic

If you run out of spells slots, you can cast the spell using your hit dice and take a d10 in damage equal equal to the spells level. For example if you cast a 2nd level spell, you take 2d10 necrotic damage, when you cast it. This damage overrides resistances and immunities.

Blood Shield

Beginning when you choose this archetype at 3rd level, when you roll initiative you gain temporary hit points equal to your fighter level.

Sanguine Weapon

At 7th level you can pull the blood from your veins you make a weapon out of your own life force. It can take on the shape of any weapon you are proficient with, as well as appear how ever you want it to. This weapon counts as magical for overcoming resistances. It takes your bonus action to make, and you take necrotic damage equal to the weapons damage dice when you summon it. If you want to change its shape again, as long as you are touching it, you can use your bonus action you can change it to another weapon you are proficient with. You can summon it back to your hand as a bonus action if it no longer in your hand. It turns into a pool of blood if you are knocked unconscious or are more than 15ft from the weapon for more than 1 minute. Regardless it disappears after 1 hour.

Your Sanguine Weapon gains a +1 at level 12, and a +2 at level 18.

Blood Shield - Improved

At level 10th level, every time you reduce a creature to 0 hit points or get roll a 20 on an attack roll, you gain temporary hit points equal to your proficiency. This does not work if the creature you are attacking is a construct, undead, or creature without blood.

Inhuman Flesh

At 15th level your body is fully in your control. You can't be magically aged or put to sleep. With your blood magic becoming powerful enough to change aspects of your body, choosing either Mold Flesh, Shape changer, or Otherworldly Imitation.

Mold Flesh

Control over your body allows you to change it how you please, being able to cast the spell alter self 4 at second level times per long rest.

Otherworldly Immitation

You change your body structure that of either a celestial or fiendish being. Being able to cast Tashas Otherworldly Guise once per long rest.

Shapechanger

Using your strong blood magic, you contort your body to be another creature. You are able to cast the spell Polymorph 2 times per long rest on yourself only.

Dreadnought

At 18th level, your blood magic slowly heals your wounds. At the start of each of your turns, you regain hit points equal to 1 + your Intelligence modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. Becoming a master of blood magic, you also have learned to use it to augment your body giving you permanent benefits. 

Apex Predator

Using blood magic you gain permanent benefits to help you become the ultimate hunter. Improving your senses, you gain advantage on perception checks, and advantage on survival check to track creatures you have attacked (as long as it has blood). Also gaining an additional 10ft movement speed, and blindsight up to 10ft. If you already have blindsight add an additional 10 ft radius to your blindsight.

Blood Mastery

You can cast leveled spells that regularly cost an action as a bonus action. Though to do so you must take 1d10 in necrotic damage. This necrotic damage overrides resistances and immunities.

Emboldened Vigor

Using your blood magic you enhance your physical body beyond what is normally possible. Permanently increasing your strength and constitution scores to 22. 

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