Base Class: Fighter
The Blood Knight is the title given to an Eldritch Knight who chooses to delve into the taboo discipline of Hemomancy, or the magic of controlling blood and life force. These warriors thrive in the heart of battle where the blood flows thickest, using it to enhance their offensive and defensive capabilities.
Combat Hemomancy
Combat Regeneration. At the start of your turn, you can spend blood dice to gain temporary hit points. Roll the dice spent. You gain temporary hit points equal to the total, replacing any temporary hit points you already have.
Crimson Strike. You can use the attack action to make a special melee attack, a crimson strike. If you're able to make multiple attacks with the attack action, this attack replaces one of them. You coat your next attack against one creature within 15 feet of you. On a hit, the target takes magical piercing, bludgeoning, or slashing damage equal to the total of the blood dice you spent.
Blood Shell. When you are hit by an attack, you can use your reaction to spend a blood dice. Increase your AC by an amount equal to the total amount rolled until the start of your next turn.
Blood Clotting. As a bonus action, you can spend two blood dice to throw blood onto a surface at a range of 15 ft. and have it stick in a 25 ft. square. Any creature that starts its turn in that area or that enters that area during its turn must make a Strength saving throw with a DC of 8 + proficiency bonus + Constitution modifier. On a failed save, the creature's speed is reduced to zero until the start of their next turn.
Blood Doping. As a bonus action, you can spend two blood dice. For one minute you become resistant to bludgeoning, piercing and slashing damage. Additionally you may add 1D6 to all unarmed attacks made while in this state. You cannot regain blood dice while under this effect. At the start of each turn make a Wisdom saving throw DC 8 + your Constitution modifier. On a failure you cannot distinguish friend from foe. You can end this effect at the end of any turn that you have not failed the saving throw.
Sense Life
At 7th level, you gain advantage on Wisdom [Tooltip Not Found] checks to spot and track enemies that have blood in their veins. In addition, your ability to sense blood can be so precise that you have advantage Wisdom [Tooltip Not Found] checks to tell if someone is lying to you.
Blood-Fueled Overdrive
At 10th level, when you use your indomitable feature, you can expend one blood die and add it to the roll.
Hemomantic Precision
At 15th level, you have a very tight control over blood you spill. You can re-roll one blood die once per turn or reaction whenever you roll them for a hemomantic ability.
Bloody Tyrant
At 18th level, when you hit a creature with an attack and have the maximum number of blood dice, you can expend them all to force the creature to make a Constitution saving throw with a DC of 8 + proficiency bonus + Constitution modifier. On a failed save, the creature is paralyzed for 1 minute. At the end of each of its turns, the paralyzed target must make a Constitution saving throw. On a successful save, the paralyzed condition ends.
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