Base Class: Fighter
Blood Knights have learned how to manipulate their own blood to use as weapons
Blood Weapons
Starting at level 3, you can use a bonus action to create 1 or 2 weapons out of your own blood.
when you use this ability, you create any weapon that you are proficient with, to create a weapon, you take damage equal to 1 roll of your chosen weapons damage dice. If making 2 weapons, you take damage equal to 1 roll of each weapons damage dice.
Blood Shield
You gain the ability to manipulate your blood into armour.
As a bonus action, spend 1 hit dice and gain a plus 2 bonus to your AC for 1 hour
you can do this as part of the same bonus action you use to activate your blood weapons
your blood shield also grants advantage on intimidation checks and disadvantage on persuasion checks while active
Blood Sense
You can sense creatures with blood
you can use an action to know the location of any creature that has blood, within 60 ft of you
you can do this a number of times equal to your proficiency bonus
Vampiric Weapons
Once per turn, when you hit a living creature that has blood with your blood weapons, you restore hit points equal to half of the damage you dealt
Blood Purge
When you hit a creature with your blood weapons, you can expend your hit dice, and deal additional necrotic damage equal to the number rolled
you can choose how many of your hit dice to spend when dealing this additional damage
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