Fighter
Base Class: Fighter

In old times, Blood Knight was the name given to a warrior who turns to Vampirism. However, many Blood Knights of today are simply regular people, ones who have developed Haemokinesis, the art of controlling blood, by sheer accident. Others have willingly been taught this cursed art, and all Blood Knights are powerful yet terrifying foes in combat.

Encarmine Blade

Starting when you choose this Archetype at 3rd level, you can solidify your blood to create weaponry. When you take the Attack action, you can summon your Encarmine Blade in two free hands to attack. Your Encarmine Blade is a magic martial melee weapon with the two-handed and light properties. It can use your Constitution modifier for attack and damage rolls, and does 2d6 slashing damage on a hit.

When you summon your Encarmine Blade to attack, you take 1d6 necrotic damage which can't be reduced in any way.

Minor Haemokinesis

At 3rd level, you learn the mage hand cantrip, and Constitution is your spellcasting ability modifier for it. When you cast the spell, it takes the appearance of a blood-drenched humanoid hand.

Sanguine Surge

At 7th level, you can empower yourself or an ally by sacrificing your life force. When you or a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to give that creature advantage on the attack roll. When you do so, you take 1d8 necrotic damage which cant be reduced in any way.

Empowered Blade

Starting at 10th level, your Encarmine Blade empowers itself, but requires more blood to formulate. When you use your Encarmine Blade feature, you take 1d10 necrotic damage instead of 1d6, and you have a +2 bonus to attack and damage rolls made with your Encarmine Blade.

Major Haemokinesis

Starting at 15th level, your ability to magically manipulate blood improves significantly. You can cast the following spells, requiring no material components: hold monster, slow, haste. Each spell is cast at its lowest level, and Constitution is your spellcasting ability modifier for all of them. The spells can only target creatures with blood.

Once you cast one of those spells in this way, you cannot cast that spell again until you finish a long rest.

Bloody Mastery

At 18th level, you've mastered your cursed art of blood magic. You gain the following benefits:

  • Your Encarmine Blade does 2d8 slashing damage on a hit, instead of 2d6.
  • The bonus to attack and damage rolls made with your Encarmine Blade increases to +3.
  • The range of your Sanguine Surge feature increases to 60 feet.
  • Your Sanguine Surge feature can now give a yourself or a creature advantage on an attack roll, skill check or saving throw. You must use the feature when you or a creature within range makes one of those rolls.

This empowerment comes at a physical cost; summoning your Encarmine Blade causes you to take 2d6 damage instead of 1d10, and using your Sanguine Surge feature causes you to take 1d10 damage instead of 1d8.

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