Base Class: Fighter
Also called blood lords, night children, or simply vampires, fighters of the crimson blade are a terrifying force to face on the battlefield. They drink their enemies’ blood while spraying it mercilessly on the ground, becoming an unstoppable force, disembodying themselves into mist to appear on the back of their enemies and strike them at their most vulnerable.
Most of all, fighters of the crimson blade are pragmatic. They know violence can be a necessity, and when that case arises, they let no one stand in their way. They stand tall, dignified and resolute, elegant and almost knightly. Don’t let the blood drinking fool you, they are in complete control of themselves. Which, for some, is scarier than someone who can’t get a hold of their own animal impulses.
Taste for Blood
Beginning at 3rd level when you choose this archetype at 3rd level, the vital essence of living creatures sustains you. Drinking at least a pint of blood fulfils your need for food and water for a day.
Additionally, your canines grow into sharpened fangs. Your fangs are natural weapons you can use to make unarmed strikes. They use your Constitution modifier, instead of Strength or Dexterity, for attack and damage rolls. On a hit, it deals 1d6 magical piercing damage, and you gain temporary hit points equal to half the damage dealt.
Crimson Restoration
Also at 3rd level, you learn how to heal yourself in battle using the blood of your enemies. You gain additional uses of your Second Wind feature equal to your proficiency bonus. You now regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.
Additionally, you gain an additional way to use your Second Wind feature: once per turn, when you hit a creature with a melee attack, as part of dealing the damage.
Finally, when you reach 10th level in this class, when you use your Second Wind feature, you gain temporary hit points equal to half your fighter level.
Mists of Dread
Starting at 7th level, as a bonus action, you can surround yourself in dark mist, teleporting up to 15 feet to a space you can see. If you teleport within 5 feet of a creature this way, you may attack with a melee weapon, as part of this bonus action.
You can use this feature once, gaining the ability to do so again when you finish a short or long rest, or when you reduce a creature to 0 hit points. You can also expend a use of your Second Wind feature to use this feature, even if you have no uses remaining.
Wall Walk
Also at 7th level, more aspects of your vampiric abilities manifest: you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Shapechange: Mistform
When you reach 10th level, at the beginning of your turn, you can turn yourself and all of your equipment into a cold, damp mist (no action required). When you are in mist form, you have a flying speed of 30 feet, can hover, you are immune to all nonmagical damage and you have advantage on Constitution, Dexterity and Strength saving throws. You can’t attack, and you can move through any space, as long as air can pass through it.
This form ends at the beginning of your next turn, in which case you can continue the form or drop it. Alternatively, you may end the form early by using your Mists of Dread feature.
Supernatural Gaze
At 15th level, you learn how to beguile your creature using your vampiric abilities. As an action or as two attacks when you take the Attack action, you can attempt to charm a creature that has an Intelligence score of 5 or higher that can see your eyes and force it to make a Wisdom saving throw (DC= 8 + your proficiency bonus + your Constitution modifier). On a failed save, it is charmed by you until the end of your next turn or for as long as you maintain eye contact. On a successful save, it knows you attempted to charm it, though when the feature ends it does not. While a creature is charmed this way, using this feature on them takes an action, a single attack when you take the Attack action, or a bonus action.
Crimson Smite
By the time you’ve reached 18th level, you attain complete mastery of your vampiric abilities. When you hit with an attack, you may choose to make it a critical hit. The attack deals an extra 3d6 necrotic damage and you regain hit points equal to the damage dealt. You also regain a use of your Second Wind feature.
You can use this feature once, regaining the ability to use it again when you finish a long rest or if you reduce a creature to 0 hit points.
Previous Versions
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12/25/2022 6:54:39 PM
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