Fighter
Base Class: Fighter

Path of the Bloodwalker

Empowered by a blessing of the moon goddess you take a vow to protect the balance of the realm you live in. 

Tenants of the Bloodwalker

At level 3 you gain the option to choose 1 of 3 different paths of the Bloodwalker. 

Healer. You gain enhanced healing abilities upon choosing this tenant. 

Warrior. Your weapons are infused with bloodbound magic upon choosing this tenant and maneuvers.  

Guardian. You gain a +2 bonus to Armor Class upon choosing this tenant and maneuvers.

Rite of the Guardian

Your AC is increased by 2 and you can use your reaction to use your shield to impose disadvantage on an attack against an ally (or yourself) within 5ft of you. 

Rite of the Healer

Your healing is improved by adding your proficiency and constitution modifier. 

Rite of the Warrior

When you choose this tenant, The Rite of the Warrior, you gain advantage on your damage dice, but would have to take the highest roll! 

Soul Syphon

When you reach 7th level you gain an ability to take away health from either yourself or an enemy you can see within 60ft of you and redirect it (if it's an enemy) to yourself or your ally, but if your drawing healing power from your hit points you would need to use it on an ally you can see within 30ft of you. 

The one target (if it's an enemy) must make a Constitution Saving Throw of 10+ your casting modifier (constitution). On a failed save the enemy target  takes 6d6 Necrotic Damage and you, or one ally you choose gains 3d6 hit points back! 

You may only use this feature 2 times per short/long rest. 

Channeled Bloodrite Magic

Unique Features: Blood Smite & Blood Transfusion. 

At tenth level you can use your bonus action and your Bloodrites when you make a melee weapon attack against an enemy to enable two different abilities; Blood Smite or Blood Transfusion. You can use these actions up to a maximum of 4 times per long rest these actions are known as Bloodrites. 

Blood Smite When you use a bonus action on a successful melee attack, you can deal 4d8 radiant damage. On a failed attack, you take 2d8 radiant damage as your blood magic recoils on a fail. (1 use of a Bloodrite Magic)

Blood Transfusion As a bonus action you can use a Bloodrite to enable Blood Transfusion and you can convert your enemy's health to yourself or an ally 5ft from you. You or your ally gain it as normal hit points and not temporary. (Requires 1 use of Bloodrite Magic)

Death's Kiss

When you've reached level 15 you gain the ability of Death's Kiss. As an Action you target up to three creatures within 40ft of you. They must make a Wisdom Saving Throw of 10+constitution modifier+proficiency bonus. On a failed Saving Throw the target(s) take 10d10 necrotic damage, and must make a constitution saving throw of the same DC prior or lose 2 Constitution Points. When your target(s) reach down to 0 Constitution Points during combat they fall unconscious and must make Death Saving Throws at Disadvantage. On a successful saving throw the target(s) only take half damage.

Bittersweet Warmth

When you reach level 18 and when you take damage that reduces you to zero hit points you can use your reaction to utilize all your hit dice to restore your health and provide you a free turn, however you will take a level of exhaustion. You can use this as many times until your body gives out through the sheer amount of physical stress that it takes on. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2022 11:51:01 PM
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