Dark Augmentation. Blood Knight Optio has a +5 bonus to his Strength, Dexterity, and Constitution saving throws plus an additional 5 ft. of walking speed.
Dueling. While wielding a melee weapon in one hand and no other weapons, Optio gains a +2 bonus to damage rolls with that weapon.
Marshal Undead. Unless Optio is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Shield of Missle Attraction. Optio has resistance to all damage from ranged attacks. Any ranged weapon attack targeted at a creature within 10 ft. of Optio is pulled toward him.
Blood Ward. Making a creature bleed creates a blood barrier around Optio by using his reaction. This barrier has 20 hp that layers over his. Optio will take the rest of the damage if the barriers health is exceeded. To recharge the barrier Optio must use his reaction after he damages an enemy. The barrier regains the amount of health equal to the damage dealt to the target creature.
- Blood Barrier. 20 HP, 14 AC, resident to all non-magical physical damage.
Blood Maledict (2/Short Rest). Optio can invoke a blood curse a number of times per short rest. Before it affects the target, Optio can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes Optio to take 1d8 points of necrotic damage that cannot be reduced in any way. Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.
- Hemocraft Die - 1d8
Vampiric Maledict. When Optio amplifies a Blood Curse and takes damage by rolling his Hemocraft die, he can cause the target of the curse to take necrotic damage equal to the die roll provided it has blood. Optio then regains hit points equal to half of the damage dealt to the target (minimum of 1) as their blood mingles with his, and Optio gains the benefits of his Preternatural Charisma feature against the target. Optio adds +5 necrotic damage to the enemy's damage taken.
Blood-Fueled Surge (1/Day). After amplifying a Blood Curse, Optio can move up to his speed without provoking opportunity attacks. If the activation of the Blood Curse is a reaction, he can make this movement as part of that reaction. Once per day when Optio falls unconscious due to damage in combat, he regains one expended use of his Blood Maledict feature. This does not apply to effects that instantly reduce him to 0 hp.
Brand of Castigation (1/Short Rest). Optio always knows the direction of the branded creature as long as it’s on the same plane as him. Each time the branded creature deals damage to Optio or another creature he can see within 5 ft. of himself, the branded creature takes 5 psychic damage. Optio's brand lasts until he dismisses it or until he applies a brand to another creature. His brand can be dispelled with dispel magic and is treated as a level 6 spell.
- Brand of Corruption. Branding a creature halves all healing they receive. In addition, any other creature that heals the branded target must make a DC 17 Constitution saving throw or suffer necrotic damage equal to the amount healed.
Spellcasting. Optio has access to two spells. His spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). He has the following spell prepared:
1st Level (1 Use): Hex
2nd Level (1 Use): misty step
Multiattack. Optio makes two attacks with Bloodrush Battleaxe or Javelin.
Bloodrush battleaxe. Melee: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) bludgeoning damage.
- Blood Surge (1/Long Rest). haste.
Javelin. Melee or Ranged Attack: +6 to hit, reach 5 ft. or 30/120 ft., one target. Hit: 11 (1d6 + 4) piercing damage.
Blood Curses.
Binding. Optio attempts to bind a Large or smaller creature that he can see within 30 ft. of himself. It must succeed on a STR Saving Throw (DC 17) or the cursed creature’s speed is reduced to 0 and it cannot take reactions until the end of Optio's next turn.
- Amplify. The curse lasts for 1 minute and affects creatures of any size. The cursed creature can repeat the saving throw at the end of each of its turns to end the curse.
Crimson Rite. Optio imbues a weapon to strike for 1d8 extra damage of his chosen type. On activating the rite, he takes 1d8 damage. Rite damage is magical and lasts while you hold the weapon or until you complete a short/long rest.
- Frozen. Cold damage.
- Storm. Lightning damage.
Blood Curses.
Fallen Puppet. When a creature Optio can see within 30 ft. drops to 0 HP, he can use his reaction to have that creature make one weapon attack against a target of his choice within its range.
- Amplify. Optio can first cause the cursed creature to move up to half its speed, and grant a +5 bonus to its attack roll.
Curse of the Eyeless. When a creature Optio sees within 30 ft. of him makes an attack, he can use his reaction to roll 1d8 and subtract the result from the creature's attack roll. Optio can use this feature after the creature's roll. Creatures immune to the Blinded condition are immune to this curse.
- Amplify. Optio applies this curse to all of the creature's attacks until the end of its turn, rolling separately for each attack.
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