Fighter
Base Class: Fighter

Blood Lords are formidable combatants who have acquired profound knowledge in the art of manipulating blood, either through the mastery of ancient techniques or through a connection with blood elementals or ghosts.

These skilled individuals have honed their abilities to control their own blood, harnessing its power during battles. Interestingly, their strength reaches its pinnacle when they teeter on the edge of death, unleashing a surge of heightened power. In addition, they possess the unique ability to absorb the blood of others, utilizing it to heal themselves and deliver devastating blows to adversaries who have low health.

In summary, Blood Lords are warriors who have delved into the secrets of blood manipulation, wielding its potency to gain an advantage in combat. Through their mastery, they can tap into their own life force and draw upon the essence of others to achieve victory on the battlefield.

Blood Die Table

Fighter Level

Blood Die

3

2d6

7

2d8

10

3d6

15

3d8

Crimson Weapon

From the 3rd level, you can control your blood.

As an Action, you can take Blood Die - Con modifier damage and create a blood weapon.
When you do so, your blood forms bloody gauntlets around your hands.
While Wearing these gauntlets you can't use any other weapon or tool which requires your hands.

This weapon lasts 10 minutes or until you dissolve it back into your body with Bonus Action, counts as a two-handed martial weapon and it can't be disarmed from you

This weapon has 2 modes. Switching between modes takes Free Action:

  • Fist strike. Counts as a melee weapon. On hit +Str. Has a reach of 5 ft. Does bludgeoning damage equal Blood Die + Con.
  • Spike attack. Counts as a ranged weapon. On hit +Dex. You shoot a spike of blood from your palm taking 3 damage. Has a range of 30/60 ft. Does piercing damage equal Blood Die + Con.

 

 

Blood Arts

From 3rd level you can coat any weapon with your blood, excluding your blood weapon, to upgrade it. If you coat an already coated weapon, its bonuses are overwritten.

As a Bonus Action, you give a weapon you are holding for Con minutes, up to half your proficiency rounded down, number of properties from the list below. 
You can apply the same property:

  • + 5 ft reach and 15 ft range (if the weapon has range attack)
  • + 1d4 necrotic damage
  • Damage = magical
  • Once per turn when you hit a creature with piercing or slashing damage, if the targeted creature has blood, it is forced to make Constitution save DC (10 + constitution + proficiency). On a failed save, you may transfer any poison, curse, or disease you have in your blood to the target. 

For each applied property you take damage equal to your Con modifier + proficiency.
Only you can use weapons that are coated in your blood.

You can use this feature number of times equal to your proficiency per long rest.

Hemorage

Starting from the 7th level, when you are reduced to or below half of your HP, you gain the following effects:

  • Your skin is tinted red
  • Your Blood Weapon deals magical damage
  • You have an advantage on Con saving throws
  • You gain resistance against piercing and slashing damage.

 

Additionally, you can't be poisoned or catch a disease unless you allow it.

Scarlet Regain

Starting from the 10th level, when you reduce a hostile creature of CR ⅛ or higher within 5 ft of you or with your blood weapon, to 0 HP, you may recover Blood Die + Con modifier hit points.

You can use this feature number of times equal to your proficiency per long rest.

Sea of Blood

From the 5th level your HP maximum increases by 2 per Fighter level.

Blood-stained Protection

Starting from the 15th level, you have enough blood to coat your body and armor in it. As an Action, you can take damage equal to your Blood Die. When you do you gain these benefits for the next 1 minute:

  • +Half your proficiency rounded down AC
  • Resistance to necrotic, fire, and poison damage
  • When a creature hits you with a melee attack, you can use your reaction to deal Blood Die necrotic damage back to it.

 

You can use this feature number of times equal to your proficiency

Bloodlust

Starting from the 18th level, when an enemy you can see falls below 1/4 of its HP, you gain the following benefits against that creature:

  • You gain an advantage on attack rolls against that creature.
  • You may make an additional attack, with your blood weapon, each turn against that creature.
  • 18 and 19 on hits against that creature counts as Critical.

 

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