Base Class: Fighter
Being a knight in Tolia is a difficult task. There aren't many knightly orders, and the knights are thus valuable. One of the most powerful orders, though they are but a wisp of their former glory, is located in Kanrath; the Order of Blood Knights. In battle, this order uses blood as a weapon to defeat their foes. A blood knight is mostly hired by the nobility for their defence and protection, or because they need someone caught and taken care of.
Blood Knight's Arsenal
When you choose this archetype at 3rd level, you are trained by the Order of the Blood Knights and become a blood knight. With this training you must represent them in the best way possible wherever your quests take you.
As a blood knight, you can shape your own blood into a melee weapon of your choice. By dealing 2 slashing damage to yourself as a bonus action, you spill your own blood. This damage cannot be lowered by any means. You can then use this spilled blood to create a weapon as a part of the same bonus action. No matter which weapon is created, it has a +1 bonus to attack and damage rolls. The weapon remains for 6 hours or until you drop it, fall unconscious, or dismiss it as a free action.
The weapon created by this feature becomes magical when you reach 7th level in this class. Also the bonus to attack and damage rolls gained by this feature increases when you reach certain levels in this class; to +2 at 10th level, and to +3 at 15th level.
Riposting Style
Beginning at 7th level, you can react to every attack with a different, bloody move. You can use the following moves a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.
If the move requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Avenging Blade. You don't always have to answer a strike with a quick dodge. You can strike back. When you are hit with a melee attack by a creature within your reach, you can use your reaction to make a melee weapon attack. On a hit, this attack deals half of the damage it normally deals since it is a quick but reckless strike.
Blood Shield. You can make a shield of blood that suddenly bursts out of you, striking at a nearby creature with intent to knock it prone. When a hostile creature that you can see moves within your reach for the first time on a turn, you can use your reaction to cause your blood to lash out at the creature. The creature must succeed on a Strength saving throw or be knocked prone.
Discombobulate. You can interrupt a creature's attack with a swift but harmless hit if the target isn't you. When a hostile creature within your reach makes a melee attack against a target other than you, you can use your reaction to lash out against the creature with your weapon. The target must succeed on a Dexterity saving throw or have disadvantage on the attack roll.
Momentary Resistance. When you can't escape from harm, you can use the power of your blood to momentarily fortify your body. When you take damage, you can use your reaction to gain resistance to the damage, provided the damage dealt was bludgeoning, piercing, slashing, cold, fire, force, poison or thunder. This resistance lasts until the start of your next turn.
Sudden Step. You know that you have to take caution in the face of a devastating attack. When you are targeted by a melee attack, you can use your reaction to move 5 feet back from the attacker. If you move out of the attacker's reach with this feature, you don't provoke an opportunity attack, and the triggering attack misses.
Blood Cloak
Starting at 10th level, you learn how to cover yourself with your blood to protect yourself an manipulate it to help your battles. By dealing 3 slashing damage to yourself as a bonus action, you spill your own blood. This damage cannot be lowered by any means. You can then use this spilled blood to form a cloak of blood . The cloak's form can be changed at will. The cloak remains for 1 hour, until you dismiss it, or until you fall unconscious. While the blood cloak is on your person, you have a +1 bonus to your AC.
Additionally, you gain the following moves. You can use the following moves a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.
Blood Thickens. You can improve the protection of the cloak by adding more of your blood to it. As a bonus action, you can deal an additional 3 slashing damage to yourself. This damage cannot be lowered by any means. When you empower the cloak in this way, it swells in size from the additional blood. The cloak gains an additional +1 to its AC bonus, for a total of +2 for 3 turns.
Share the Protection. The cloak can protect others as it protects you. As a bonus action, you can send the cloak to a creature you can see within 30 feet of you. It flies from your shoulders and settles on theirs, granting the target the cloak's current AC bonus. You can call the cloak back as a bonus action, additionally it automatically flies back to you if the target is ever more than 60 feet away from you.
Spread Wings. You can use your cloak to break falls from great heights. If you or the wearer of the cloak would take falling damage, you can use your reaction to cause the cloak to spread out like wings, negating any potential falling damage.
Arsenal Unchained
Beginning at 15th level, you no longer need to hold the weapons created by the Blood Knight's Arsenal feature in your hand in order to use them. They now obey your commands no matter what. When shaping your blood into a melee weapon, it now levitates near your body if you choose to not hold it. As a bonus action, you can command a floating weapon to move up to 15 feet and make a melee weapon attack against a target within its reach that you can see. The weapon still uses your statistics to make the attack, as well as the bonuses from the Blood Knight's Arsenal feature. You can now have up to 3 blood-shaped weapons at a time, and up to 2 of them can levitate at a time.
Preparing for the Inevitable
Beginning at 18th level, you have become a true blood knight; a weapon master who can use their blood to its full effect. Your body is accustomed to giving blood to create tools that you can use. You no longer need to harm yourself to create weapons and cloaks using the Blood Knight's Arsenal and Blood Cloak features.
Additionally, you can prepare your body to create cloaks and weapons before combat. If you meditate over the course of a short rest, using the Blood Knight's Arsenal and Blood Cloak features requires no action until your next long rest.