Base Class: Fighter
The archetypal Crimson Knight combines the martial superiority common to all fighters with the strength of hemocraft. This power is often lying dormant in the knight's own blood or perhaps is granted as a boon by an otherworldly being who the knight serves or that has taken an interest in the knights future. By manipulating their own life force, Crimson Knights march into battle as terrifying behemoths cutting down all opposition.
As a Crimson Knight fighter, you decide the manor through which you acquired your hemocraft powers. Did one of your ancestors make a powerful blood bact that carried through generations? Or did you earn the favor of a being able to awaken your awareness of the life giving force that is blood?
Blood Arts
Your own physical fortitude is a wellspring of power, which you learn how to utilize while advancing your understanding of hemocraft and your gift. You learn various blood arts, which are detailed below.
Some of your blood arts expend your Hit Dice, as specified in each art's description, and you can't use an art if it requires you to use a Hit Die when your Hit Dice are all expended. With your bolstered fortitude, the maximum number of expended Hit Dice you regain at the end of a long rest increases by an amount equal to your Constitution modifier (a minimum of one additional Hit Die). In addition, when you use your Second Wind feature, you can regain a number of expended Hit Dice up to your Constitution modifier.
You begin with knowledge of the following blood arts and learn more as you conquer the blessing bestowed upon you.
Blood Challenge. As a bonus action, you can challenge a creature within 60 feet of you to single combat and expend a Hit Die to tether your essences together. This challenge lasts until the end of your next turn or until you challenge another creature.
While challenged, a creature has disadvantage on any attack roll that doesn't target you, and you have disadvantage on any attack roll that doesn't target it.
Crimson Strike. You can envelop your weapons with hemocraft power. Once per turn, when you hit a creature with a weapon attack, you can expend a number of Hit Dice up to your proficiency bonus to deal necrotic damage to the target, in addition to the weapon's damage. You roll the Hit Dice, and the extra damage to the target is equal to the number rolled + your Constitution modifier.
Sense Blood. As an action, you can expend a number of Hit Dice up to your proficiency bonus and gain advantage on Wisdom (Perception) and Wisdom(Survival) checks to track creatures with blood for a number of hours equal to the number of Hit Dice expended. In addition, while this effect is active, you know the exact location of all creatures with blood within 30 feet of you.
Crimson Ward
The gift of hemocraft manifests as a crimson shimmering protective ward around you. The ward has hit points equal to twice your fighter level plus your Constitution modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its potency persists. Whenever you expend Hit Dice to use one of your blood arts as described in the Blood Arts feature, the ward regains a number of hit points equal to your Constitution modifier plus the number rolled on the Hit Dice plus your proficiency bonus.
When you finish a long rest the ward is replenished completely, regaining all of its lost hit points.
True Blood Knight
You achieve greater mastery over your gift, enhancing your
knightly skill. You learn the following blood arts:
Blood Knight's Defense. When a creature within 5 feet of you is hit by an attack, you can use your reaction to expend one Hit Die and interpose yourself between the creature and the attack, becoming the attack's target. You roll the Hit Die, and the attack automatically hits you but its damage is reduced by an amount equal to the number rolled plus your constitution modifier.
Crimson Regeneration. While below half your hit point maximum, you can use a bonus action to expend one Hit Die. You roll the Hit Die and regain a number of hit points equal to the number rolled plus your constitution modifier.
Sanguine Recovery
You learn how to absorb the last remnants of vitality from foes that you fell in combat. When you reduce a creature with blood to 0 hit points, you can use your reaction to drain some of the creature's essence, regaining a number of expended Hit Dice up to half the creature's Constitution modifier.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.
Crimson Bulwark
Your hemocraft abilities have made your body more resilient. You have resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, and your hit point maximum can't be reduced. In addition, you learn the following blood art:
Blood Knight's Resilience. When you decide to use your Indomitable feature to reroll a saving throw, you can expend one Hit Die, rolling it and adding the result to the new roll for the saving throw.
Blood Knight's Resilience
When you decide to use your Indomitable feature to reroll a saving throw, you can expend one Hit Die, rolling it and adding the result to the new roll for the saving throw.
Crimson Knight Paragon
You have become an exemplar among Crimson Knights, a champion of dedication, endurance and persistence. Your Constitution score increases by 4, as does your maximum for that score. In addition, you learn the following blood art: Crimson Champion. When you are reduced to 0 hit points but not killed outright, you can use your reaction to expend a number of Hit Dice equal to your Constitution modifier. You roll the Hit Dice, and immediately regain a number of hit points equal to the number rolled.
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