Fighter
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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