Base Class: Fighter
Some fighters are not satisfied with the conventional ways of combat. They seek to push their limits and test their endurance, using their own blood as a source of power. These fighters are known as blood knights, and they are feared and respected for their reckless and ruthless fighting style.
Blood knights have learned to channel their life force into their weapons and their bodies, enhancing their abilities and inflicting terrible wounds on their enemies. However, this comes at a cost, as they must sacrifice their own health to activate their blood rites. Blood knights are willing to pay this price, as they enjoy the thrill of combat and the challenge of overcoming pain.
Blood knights are often seen as berserkers or fanatics, but they are not mindless or irrational. They are aware of the risks and consequences of their actions, and they have a strong sense of honor and loyalty. They value strength and courage, and they respect those who can match them in battle. They are not afraid of death, but they do not seek it either. They fight for glory, for victory, and for the sheer joy of combat.
Blood knights can be found among any race or culture that values martial prowess and personal challenge. They may serve as mercenaries, soldiers, gladiators, or adventurers, depending on their goals and motivations. Some blood knights follow a code of ethics or a cause that they believe in, while others are more selfish or chaotic. Regardless of their alignment, blood knights are always ready to face any foe that stands in their way.
As a blood knight, you have mastered the art of using your blood as a weapon and a shield. You can coat your weapon with your blood, causing it to deal extra necrotic damage to your enemies. You can also activate a blood rite on yourself, choosing one of three options: blood fury, blood shield, or blood speed. Each option grants you a benefit and a drawback, depending on the situation. You can switch your blood rite as a bonus action, but doing so costs you hit points equal to your fighter level.
As you gain levels, you learn to use your blood for more powerful effects. You can use your blood to fuel your second wind, regaining additional hit points but risking exhaustion. You can unleash a powerful strike with your blood weapon, dealing extra damage and imposing a debilitating effect on your target. You can unleash the full power of your blood when you are wounded, gaining additional benefits from your blood weapon and your blood rite. You can also master the art of using your blood as a weapon and a shield, reducing the hit point cost of your blood rite, avoiding the Constitution saving throw for your blood surge, and enhancing the effects of your blood strike.
You are a fighter who draws power from your own blood, using it as a weapon and a shield. You are a blood knight.
Blood weapon
When you choose this archetype at 3rd level, you gain the ability to use your blood as a weapon. As a bonus action, you can coat your weapon with your blood, causing it to deal an extra 1d6 necrotic damage when you hit with it per turn. This effect lasts for 1 minute or until you use this feature again. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Blood Rite
At 3rd level, you learn to use your blood as a catalyst for your martial prowess. As a bonus action, you can activate a blood rite on yourself, choosing one of the following options:
- Blood Fury: You gain advantage on Strength checks and Strength saving throws, and you deal an extra 1d6 damage when you hit with a melee weapon attack using Strength.
- Blood Shield: You gain a +1 bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- Blood Speed: You gain a +10 bonus to your speed and advantage on Dexterity checks and Dexterity saving throws.
Activating a blood rite costs you hit points. You must roll 2d6 and Subtract the number from you hit points. The blood rite lasts until you end it as a bonus action or until you finish a short or long rest. You can only have one blood rite active at a time.
Blood Surge
Starting at 7th level, you can use your blood to fuel your second wind. When you use your second wind feature, you can choose to regain additional hit points equal to half your fighter level. If you do so, you must make a Constitution saving throw with a DC equal to 8 + the number of hit points regained. On a failed save, you suffer one level of exhaustion.
Blood Strike
At 10th level, you can unleash a powerful strike with your blood weapon. As an action, you can make one attack with your blood weapon against a creature within 5 feet of you. If the attack hits, you deal an extra 2d10 necrotic damage and the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target suffers one of the following effects of your choice:
- The target is blinded until the end of your next turn.
- The target is stunned until the end of your next turn.
- The target is poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blood Fenzy
Starting at 15th level, you can unleash the full power of your blood when you are wounded. When you are below half of your maximum hit points, you gain the following benefits:
- You can use your blood weapon feature twice per turn.
- You can activate or switch your blood rite as part of another bonus action.
- You have advantage on attack rolls against creatures that are not at full hit points.
Blood Mastery
At 18th level, you have mastered the art of using your blood as a weapon and a shield. You gain the following benefits:
- When you activate or switch your blood rite, the hit point cost is reduced by half (rounded down).
- When you use your second wind feature, the additional hit points regained from your blood surge feature do not require a Constitution saving throw.
- When you use your blood strike feature, you can choose two effects instead of one.
Comments