Base Class: Fighter
Blood Knights are dedicated to Ardour, King of Hell. While not necessarily evil, Ardourants tend to be more interested in meeting their own ends than in how a thing gets done. The Blood Knights gain power through sacrifice. You have learned to use your own blood to fuel your spells.
Spellcasting
Cantrips. When you choose this subclass, you may choose two cantrips from the warlock spell list. You may learn a third cantrip at 10th level.
Spell Slots. When you choose this subclass, you have two 1st-level spell slots. The Spellcasting table shows when you gain more spell slots and what level your spell slots are.
Spells Known of 1st-Level or Higher. You know three 1st-level spells from the warlock spell list. The spells known column of the Spellcasting table shows when you learn more spells of your choice.
Spellcasting Ability. Constitution is your spellcasting ability for your spells. Spell save DC: 8 + your Constitution modifier + your proficiency bonus. Spell attack bonus: your Constitution modifier + your proficiency bonus.
Blood Magic. As an additional cost for your spells, you must do damage to yourself. For each level of spell slot, roll 1d6 and take that much slashing or piercing damage.
Spellcasting Table.
|
Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Bonded Weapon
You can use your action to create a bonded weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the Player's Handbook for weapon options). This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your bonded weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your bond weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your bonded weapon if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Invocations
At 7th level, you may choose one eldritch invocation from the available options. You may choose a second at 15th level, and a third at 18th level. You must meet the invocation's prerequisite to learn it. You can change one of your Invocations each time you level up
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Constitution modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
You can cast compulsion once, using a spell slot. You take no damage from casting this way. You can’t do so again until you finish a long rest.
Book of Ancient Secrets
Prerequisite: Intelligence of 13 or higher
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your fighter level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Chains of Peltogyne
You can cast Hold Person at will, without expending a spell slot or material components. You must finish a long rest before you can use this invocation again.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
You can cast confusion once without using a spell slot. You can’t do so again until you finish a long rest.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast detect magic at will, without expending a spell slot.
Eldritch Smite
Once per turn when you hit a creature with your pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot. You take half the damage added this way. In addition, you can knock the target prone if it is Huge or smaller.
Eldritch Spear
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot.
Ghostly Gaze
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Grasp of Hell
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Improved Bond
Your bonded weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
The weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow
Investment of the Chain Master
You can cast find familiar once per day. Your familiar is a fiend.
Lance of Lethargy
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Lifedrinker
Prerequisite: 12th level
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Constitution modifier (minimum 1).
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 11th level
You can cast conjure elemental once using a spell slot, taking no damage. You can’t do so again until you finish a long rest.
Mire the Mind
You can cast slow once using a spell slot, taking no damage. You can’t do so again until you finish a long rest.
One With Shadows
Prerequisite: Dexterity of at least 13
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
You can cast polymorph once using a spell slot, taking no damage. You can’t do so again until you finish a long rest.
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Sign of Ill Omen
You can cast bestow curse once using a spell slot, without taking damage. You can’t do so again until you finish a long rest.
Thief of Five Fates
You can cast bane once using a spell slot, without taking damage. You can’t do so again until you finish a long rest.
Thirsting Blade
You can attack with your pact weapon one extra time, whenever you take the Attack action on your turn.
Tomb of Galanodel
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per fighter level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Trickster's Escape
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Undying Servitude
You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.
Whispers of the Grave
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Fiendish Resilience
Starting at 10th level, you can choose one damage type other than radiant when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from silvered weapons ignores this resistance.
Skulls for the Throne
Starting at 15th level, when you kill a creature you regain hit points equal to your fighter level. If you would regain hit points past your hit point maximum, the extra hit points become temporary hit points.
Avatar of Hell
Starting at 18th level, you may spend an action to become an avatar of Hell. When you use this feature, a shimmering flame covers your skin and you shed dim light in a 5ft radius. You gain resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, as well as Fire, Poison, and Cold damage. You have Advantage on Strength checks and saving throws and Charisma (Intimidation) checks. You may add your Constitution modifier to attack and damage rolls from your Bonded Weapon for one minute.
You can use this feature a number of times equal to your proficiency bonus. It resets on a Long Rest.
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