Brave. The knight has advantage on saving throws against being frightened.
Blood Magic. The Knight knows rare and forgotten blood magic, granting it the following:
Bloody Weapons. The Knight deals extra damage on melee attacks that is equal to its Constitution modifier (included in the attack).
Crimson Vow. As a bonus action, the Knight can target one ally to gain temporary hit points equal to the Knight's Consitution modifier. A creature can only benefit from one Crimson Vow per round.
Spellcasting. The Knight can cast the following spells with Constitution as its spellcasting ability, with a Spell Save DC of 13 and plus 5 to hit with spell attacks
At will: Hunter's Mark, Chill Touch
3/day: Bane, Hellish Rebuke
1/day: Inflict Wounds, Vampiric Touch
Multiattack. The knight makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage plus 3 necrotic damage
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Bloodlust (Recharges after a Short or Long Rest). For 1 minute, the knight can drive himself and allies to fight on. The knight and any ally within 15 ft. can add a +3 to attack rolls. This effect ends if the knight is incapacitated.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
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