Base Class: Fighter
Blood Knights are made by undergoing a painful ritual, sometimes performed without the user knowing, this ritual can be done in a number of different ways but all rituals have a vaguely similar result; the birth of a Hemomancer. Using Hemomancy to buff, debuff, and grant a certain level of utility, Blood Knights are a force to be reconned with on the battlefield.
Improved Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 - 20.
Blood Weapon
After undergoing a short ritual to bond a Blood Knight to a weapon, the Blood Knight creates their Blood Weapon. Blood Weapons are what allow Blood Knights to collect Blood dice from targets (including the user).
- Blade of Collecting. After successfully dealing damage with a piercing or slashing, you may gain a Blood Die.
- Bloody Strike. When dealing damage, you may spend Blood Die to deal additional damage.
Hemomancy (Blood Dice)
When you choose this archetype at 3rd level, you may gain Blood Dice equal to your proficiency bonus + your Constitution modifier. Blood Dies are considered to be d6s. You also gain one in your Constitution score up to a maximum of 20.
Additionally, you may spend any number of Blood Dice to do the following:
Blood Puppeteering. When another creature makes an attack against you or a creature you can see, you may use a reaction and spend Blood Dice, you give the creature disadvantage on its attack. If the attack hits, regain half of the expended Blood Dice (rounded down).
Bloody Shield. You may spend Blood Dice as a bonus action. Deal the number rolled as damage to yourself and grant an ally you can see a number of Temporary hit points equal to the damage you have taken.
Blood Leach. When an ally successfully deals damage to an opponent, use your reaction and spend Blood Dice. Grant yourself temporary hit points equal to half of the Blood Dice result.
Hemorrhage. When you successfully attack an opponent, you may spend Blood Dice. Deal bonus necrotic damage equal to half of the result of the die. The creature also has disadvantage on all attack rolls until the start of your next turn.
Collect. (No Action Required) Attack yourself with your Blood Weapon. Take half damage from this attack and gain two Blood Die.
Bloodlust
Starting at 7th level, you have insatiable bloodlust. When rolling for initiative you may a Spend Blood die and add the result to your initiative.
Improved Hemomancy
At 10th level, your Blood Die turn into d8s. At 18th level, they turn to d12s.
Blood Resurrection
Starting at 18th level, when you would be reduced to 0 hit points, instead you may spend any number of Blood Die and regain that many hitpoints. This feature can only be once per long rest.
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