Base Class: Fighter
For some Fighters, the promise of glory or riches is not what brings them to fight, but instead one thing; their Bloodlust. A Sanguine Knight (despite the name) does not serve a pompous noble of some filthy rich family, but instead they follow their raw desire to be bathed in their enemies' blood. Occasionally, Sanguine Knights even draw blood of their own to empower themselves, not unlike the Blood Hunters people to be so fond of. But elemental magics and spells in general are not the way of Sanguine Knights, for even spells are unreliable in their nature, and elementals are even worse in that regard. Flowing blood knows no differences- it does not matter from whom it may come from, blood must flow.
Encarmine Blade
Beginning when you choose this archetype at 3rd level, you gain the power to create a blade of pure, bloody energy. Whenever you take the Attack action on your turn, you can replace any number of attacks made with attacks from your Encarmine Blade, which is detailed below:
- The Encarmine Blade counts as a magical martial weapon, and you are proficient with it.
- The Encarmine Blade uses your Constitution for attack and damage bonuses.
- On a hit, the Encarmine Blade does 1d6 slashing damage and 1d6 necrotic damage.
- Once per turn, you can cause one creature you hit with the Encarmine Blade to begin bleeding profusely. The creature takes 2d6 necrotic damage that ignores resistances and immunities. At the start of its next turn, the creature then takes another 2d6 necrotic damage that also ignores resistances and immunities. This ability cannot be used on undead or constructs, nor does it have any effect on creatures with no blood.
Blood Ritual
Starting at 3rd level, you can cause minor harm to yourself in order to make your allies' weapons stronger.
As a bonus action on your turn, you can choose to take 1d8 necrotic damage that can't be reduced in any way. When you do so, all friendly creatures within 30 feet of you (including yourself) are empowered until the start of your next turn. While you are empowered, your Encarmine Blade does an additional die of necrotic damage on a hit. While another creature is empowered, they gain an additional +2 bonus to attack rolls.
Armor of Darkness
Starting at 7th level, your bloody acts have made you more resilient to health-draining effects. You gain the following benefits:
- You gain resistance to poison damage, and are immune to the Poisoned condition.
- Your AC increases by 1.
- When you roll for initiative, you gain 10 temporary hit points that last until the end of combat. When you reach 15th level, you instead gain 30 temporary hit points from this feature.
Encarmine Greatblade
At 10th level, your Encarmine Blade is replaced with a much stronger version; the Encarmine Greatblade. The Encarmine Greatblade uses the same rules as the Encarmine Blade, with the following exceptions:
- The Encarmine Greatblade does 2d6 slashing damage and 2d6 necrotic damage on a hit.
- The Encarmine Greatblade scores a critical hit on a roll of 19-20.
- When you use the Encarmine Greatblade to cause a creature to bleed profusely, you may now do so on all creatures.
The Encarmine Greatblade is still affected by your Blood Ritual feature.
Superior Blood Ritual
Starting at 15th level, your Blood Ritual strengthens considerably. When you use your Blood Ritual feature, you no longer take any damage.
When you are empowered by your Blood Ritual feature, you now do 2 additional dice of necrotic damage with your Encarmine Greatblade, instead of 1. When another creature is empowered, they gain a +4 bonus to all attack rolls.
Crimson Tyrant
At 18th level, you have become so addicted to blood that even its touch can revitalize you. At the end of your turn, if you dealt necrotic damage to any hostile creatures, you heal 8d6 hit points.
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