Fighter
Base Class: Fighter

The Blood Knights are the elite of Castle Ravenloft, under the command of Strahd they are the deciding factors on the battlefield, leaving a path of blood and destruction behind before being called back by their lord to return back to the castle in order to deffend it.

Bloodletting

Starting at 3rd level, your hunger for blood guides your strikes. When you hit a creature with an attack you can inflict an additional 1d6 points of damage as your weapon draws out the blood of your target. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. The bonus damage increases to 1d8 at 10th level and 1d10 at 15th level. You can use this feature four times plus your proficiency modifier.

Bloodwell

With the profouned knowledge found within Castle Ravenloft at their disposal, Blood Knights use the blood of their foes against them.

At 7th level you have 6 bloodwell charges which are expendet upon use. You gain two additional charges at 10th and 15th level, in addition you learn two more bloodwell abilities at 10th and 15th level.

You regain all bloodwell charges after finishing a short or long rest.

Grasping Blood

Using the blood on the battlefield, as an action you animate it to hinder the movements of your enemies in a 30-foot square centered on a point within range (80 feet).  When you do so, for the next minute, the affected terain is considered difficult, and each creature that moves into it or ends its turn inside of the area takes 2d6 damage from the grasping blood. The area will grow by 5 feet at 10th level, and another at 15th level. The damage dealt will also increase to 2d8 at 10th level and to 2d10 at 15th level.

Blood Fortification

Drawing upon the blood on the battlefield, as an action you create a temporary shield of blood that clings to yourself, granting you 25 temporary hitpoints. The blood on your body lashes out at your enemies, retaliating with the same damge you receive until the temporary hitpoints are depleated. The temporary hitpoints increase to 30 at 10th level and 35 at 15th level.

Blood Frenzy

After damaging a creature during your turn, you can expend one of your bloodwell charges to make another weapon attack with your bonus action, dealing 2d6 extra damage and gaining 5 temporary hitpoints. At 10th the damage increases to 2d8 while you gain 10 temporary hitpoints, and on 15th level the damage increases to 2d10 while you gain 15 temporary hitpoints.

Bloodlance

You draw upon the blood on the battlefield, as an action you shape it into a lance before firing it off at a straight line which is 5 feet wide and 80 long. Each creature in the line must make a Constitution saving throw. A creature takes 6d6 piercing damage on a failed save, or half as much damage on a successful one. On top of that the Blood Knight will gain 5 temporary hitpoints for every creature that he hit. The damage increases to 6d8 at 10th level and 6d10 at 15th level.

Bloodprison

Using the Blood that's been spilled on the Battlefield, you manifest a prison around one creature of your choice that is huge or smaller, encaging it. An enprisoned creatures counts as Grappled. The Cage has an AC of 18 and 10 Hitpoints, the hardened blood will liquify once the prison has been destroyed.

Bloodwhip

You lash out with a Whip made out of Blood, on a hit you deal 4d8 points of Damage and pull your Target 15ft. towards you.

Bloody Massacre

Drawing Blood around his blade, the Blood Knight lashes out in a wide swing, sending a cleaving wave of hardened, sharp blood outwards in a 15ft. Cone. Make an Attack Roll for every creature inside of the Cone, on a hit, you deal your Weapons damage, aswell as an additional 2d8 points of damage. At 15th level, the size of the Cone increases by 5ft. and the damage by an additional 2d8.

Congealed Blood

You use the blood of your enemies against them, using an action you force a creature of your choice within 60 feet to make a Constitution saving throw. On a failed save the creature takes 4d6 necrotic damage, its movement speed is halved and it has disadvantage on attack rolls until the start of its next turn. The damage increases to 4d8 at 10th level and 4d10 at 15th level.

Frightening Blood

You manipulate the blood around you, as a bonus action you force every creature of your choice within 10 feet of you , to make a Constitution saving throw, on a failed save a creature is frightened by you for the next minute. At the end of each of their turn, the creature can repeat the saving throw.

Hemorrhage

You force a creature of your choice to make a Constitution Saving Throw, on a fail, the creature will start to bleed profusely, taking 4d8 points of Damage. The creature can end the effect by using an Action, making a Medicine check against the Blood Knights saving throw DC.

Bloodwell Charges

Keep track of your Bloodwell Charges.

Bloodwell Abilities

At 10th level, you gain two more Bloodwell abilities.

Bloodsurge, Bloodwell Abilities

Bloodsurge

At 15th level, you gain the ability to teleport up to 60 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. In addition, one of your attack gains the benefits of Bloodletting.

 At 15th level, you gain two more Bloodwell abilities.

Blood Fueled Rage

At 18th level you channel your enhanced blood through your own body, unleashing it in a unholy display of strength, giving a glimpse to the monster that lurks within. For the next minute, you gain the following benefits. After you used this feature, you can't use it again until you finish a short rest.

- You gain a flight speed of 45ft. as wings of Blood sprout from your back.

- You don't provoke opportunity attacks, when you fly out of an enemy's range.

-Your attacks deal an additional 2d8 points of damage.

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