Base Class: Fighter
There are many paths a warrior wishing to surpass their own mortal limits may take, though most are either arduous ones laced with trials and tribulations, or ones dark and taboo, forbidden by rulers and gods alike. One path of the latter kind is that of a Cruorblade. These skilled warriors supplant their martial prowess with the esoteric art of blood magic, also known as hemocraft, wherein the practitioner wields their own vital essence as a shield, tool, and weapon.
Sanguine Rites
Beginning when you choose this archetype at 3rd level, you’ve learnt how to utilize hemocraft to shape your own lifeblood into a shield, tool, and weapon. You gain the following abilities:
Bloodrush. As a bonus action, you can spend one of your fighter Hit Dice, roll it, and teleport to an unoccupied space you can see within a number of feet equal to 20 + five times the result of the roll.
Cruor Shield. When you use your Second Wind feature, you can spend one of your fighter Hit Dice and roll it to gain a number of temporary hit points equal to the result of the roll plus your Constitution modifier.
Crimson Armament. Once per turn when you make a weapon attack, you can spend one fighter Hit Die as part of the attack and roll it. On a hit, the attack deals extra necrotic damage equal to the result.
Bloodhound
At 7th level, your familiarity with blood allows you to innately detect the presence of wounded creatures. You automatically know the location of any creature within 60 feet of you that is missing hit points, even if it’s hidden from you or invisible. You can’t detect a construct or undead creature with this sense, and total cover blocks it. Moreover, you have advantage on Wisdom (Survival) checks made to track a creature that is missing hit points.
Crimson Advancement
At 10th level, you’ve further empowered yourself through hemocraft, allowing you to drain the vital essence of slain foes and purge harmful maladies from your body. You gain the following features:
Drain Essence. Whenever you reduce a hostile creature that wasn’t a construct or undead to 0 hit points, you can choose to either regain one spent fighter Hit Die, or gain advantage on your next attack roll.
Reinforced Vitality. You are immune to disease and the poisoned condition, and have resistance to poison damage.
Perfected Rites
At 15th level, your esoteric techniques have been perfected. The abilities detailed in your Sanguine Rites feature improve as follows:
Bloodrush. When you use Bloodrush, you can spend an additional fighter Hit Die as part of the same bonus action to roll it and force any creatures of your choice within 10 feet of the space you leave or appear in (your choice) to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes necrotic damage equal to the result of the roll + your Constitution modifier.
Cruor Shield. While you have the temporary hit points granted by Cruor Shield, you gain the benefits of half cover.
Crimson Armament. When you use Crimson Armament as part of an attack, you can spend a number of Hit Dice up to your Constitution modifier, instead of just one.
Lifeblood Reservoir
At 18th level, you possess an endless well of life essence. Whenever you begin a short rest or roll initiative with none of your fighter Hit Dice remaining, you regain five of your fighter Hit Dice.
Previous Versions
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9/11/2024 10:45:46 PM
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