Base Class: Fighter
The archetypal Blood Lord focuses on the development of their ever growing curse and bloodlust, which allow them to unleashed a unique demonic power using blood of the enemy, while also keeping them alive longer.
Deadman’s Gamble
Starting when you choose this archetype at 3rd level, when you get knocked to 0 hit point, roll a D20. On 11 or Higher, you get back up with 1d6 Hit point. On 10 or lower, you’re fall unconscious.
You can use this feature equal to your constitution modifier (minimum of 1) per short rest.
Blood Mastery
When you choose this archetype at 3rd level, you learn to perform powerful abilities called Blood Arts.
Blood Arts. You learn two Blood Arts of your choice, which are detailed under “Blood Arts” below. Many Abilities of Blood Tech are an attack that deal damage with a various second effect.
You learn an additional blood arts of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new blood arts, you can also replace one blood arts you know with a different one.
Blood Points. You gain a number of blood points equal to your Wisdom modifier (minimum of 1). You regain 1 expended blood point each time you scored a critical hit on any slashing and piercing weapon attack. You regain all expended grit points after a short or long rest.
Saving Throws. Some of your blood arts require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Blood Arts save DC = 8 + your proficiency bonus + your Dexterity modifier
Demonic Servant
Starting at 7th level, You can have a beast, a fey, or a fiend with a CR equal to a quarter of your fighter level as a servant that will serve and protect you. If this servant died, you can either revive it by using 1 blood point or summon a different one using 1 blood point. (You can only have 1 demonic servant)
At 10th, 15th, and 18th, the demonic servant will gain +1 To all Ability score, +1 Proficiency bonus, +5 Maximum Hit Point ,and their CR will increase by 1.
Devil Flash
When you reach 7th level, you add your proficiency bonus to your initiative. You also have advantage on all Dexterity saving throws and your base walk speed increases by 15 ft.
Bloodlust
Upon reaching 10th level, you can enter a bloodlust where you will only focus on attack and abandoned their defense. You can spend 1 blood point to add +5 to your weapon attack and damage roll for, but your AC decreases by 5. This state last for 5 Turns
Lethal Critical
Starting at 15th level, your critical hit will cause the enemy to bleed more, now you regain 2 blood point when you score a critical hit.
Do or Die
At 18th level, when your hit point drops to 0 or when you fail on the d20 roll for “Deadman’s Gamble”, you can still keep fight until your next 2 turns. By the next 2nd turn, if you’re not healed to at least half hit point, you’ll fall unconscious.
You can use this feature once every short rest.
Demonic Pierce
Upon reaching 18th level, all of your attacks will ignore enemy resistances.
Blood Arts
These blood arts are presented in alphabetical order.
Autumn Nocturne
You conjured a tender wind as multiple leafs swirl around your weapon, you swing your weapon which fires one or more projectiles of wind to your opponent. You can expend 1 blood point to deal flat 1d4 Force Damage to a creature within 120 ft of you. (No Attack Roll)
At 5th, 7th, 10th, 13th, 15th, & 18th Level, you can fires one additional projectiles (you can target different foes with each projectiles)
Cursed Arm of Leeching
You drop a blood on your weapon, which causes a crimson aura to envelops it. When you’re about to make a ranged or melee weapon attack against a creature, you can expend 1 blood points to add 1d4 Necrotic Damage to the damage (Must be declared before attacking). If the attack hits, regain hit point equal to the damage dealt.
At 7th, 10th, 15th, and 18th Level, the necrotic damage increases by 1d4.
Dark Inferno
You point your finger at a target of your choosing within 90 ft of you, below the target’s feet forms a red magical circle, then dark flames burst out from below. You can expend 1 blood point to target any creature that are within 90 ft of you. That target must make a Dexterity save with a DC of {{savedc:wis}} . Deal 1d12 Necrotic Damage, Taking half damage on a success.
At 7th, 10th, 15th, and 18th Level, the Damage increases by 1d12.
Fatal Cleave
You can expend 1 blood point to make a melee weapon attack using your Dexterity that deal 1d4 Slashing Damage. This attack will score a critical hit on a roll of 18–20.
At 7th, 10th, 15th, and 18th level, the damage increases by 1d6.
Massacre Frenzy
You can expend 1 blood point to make a melee weapon attack using your Strength that deal 1d12 Slashing Damage. If this attack drops a foe’s hit point to 0, you get to attack using this attack again on another target that you can reach without expending blood point.
At 7th, 10th, 15th, and 18th level, the damage increases by 1d12.
Nocturnal Thrust
You envelops your weapon in a mystical veil which makes it invisible during the night or in dark places. You can expend 1 blood point To make a weapon attack using your dexterity that deal 1d10 Piercing Damage. If this attack are used during night time or in a dark area, this attack always have advantage on the attack roll.
At 7th, 10th, 15th, and 18th Level, the damage increases by 1d10.
Phoenix Cadenza
You you envelops your weapon with a sacred flame of a phoenix. You can expend 1 blood point to make a melee weapon attack using your wisdom that deal 1d10 Fire Damage. You gain Temporary Hit Point equal to half of the damage you dealt. At 7th, 10th, 15th, & 18th Level, the damage increases by 1d10.
Winter Rhapsody
You began to sing an incantation of the cold breeze as you choose an area within 90ft of you and calling a blizzard to stop your opponent. You can expend 1 blood point to target an area within 90 ft of you, all creature within 20 ft Radius of that area must make a Constitution Saving Throw, on a fail, deal 1d10 Cold Damage and incapacitate that creature until someone decide to melt the ice. On a success, the creature only take half damage and their movement speed reduced by half for that turn.
At 7th, 10th, 15th, and 18th Level, the damage increase by 1d8
Comments