Fighter
Base Class: Fighter

The Blood Knights are elite warriors hailing from the Osborrow Empire, known for their formidable prowess in battle and their mastery of Hemomancy—the ancient and often feared art of blood magic. As members of the Knights of the Crimson Veil, these fighters are not just soldiers; they are practitioners of a dark and powerful magic that allows them to draw on the life force of their enemies, channeling it to enhance their own abilities.

Essence Manipulation

Blood Dice. You have four Blood Dice, which are d8s. A Blood Die is expended when you use it. You regain all expended Blood Dice when you finish a Short or Long Rest.

You gain an additional Blood Dice when you reach Fighter levels 7 (six dice total) and 15 (eight dice total).

Heartseeker. When you would reduce an enemy to 0 Hit Points, you may spend one Blood Dice to regain Hit Points equal to what you rolled. 

Soul Rend. When hit with a melee attack you may spend one Blood Dice to add necrotic damage equal to the amount rolled to the attack.

This increases to a maximum of two Blood Dice at level 7 and 3 Blood Dice at level 15.

Crimson Fury

As a bonus action you can expend two Blood Dice to gain resistance to bludgeoning, piercing, and slashing damage for 1 minutes.

Vital Transference

As an action you may expend a maximum of two Blood Dice to heal an ally within 30 feet for the amount rolled, you take necrotic damage equal to the amount rolled.

The maximum of Hit dice increases to three at level 15.

Blood Bond

You may 3 Blood Dice attempt to Bond with a target within 60 feet of you. The target must make a constitution saving throw(DC = 8+Constitution+Proficincy) or be Bonded to you. When damage is dealt to you, half of the damage you receive is also dealt to the bonded target.

The Bonded target cannot use any teleportation spells while bonded this way. The target can make a constitution saving through at the end of each of its turns to break the bond.

Crimson Nova

You expend up to all remaining Blood Dice in a devastating explosion of blood magic. All creatures within 15 feet of you makes a DC(8+ Constitution Mod+ Proficiency) dexterity saving throw and takes (Blood Dice amount+ Constitution Mod+ Proficiency) necrotic damage or half as much on a successful save.

You may choose up to five creatures to automatically pass the saving throw. 

Blood Knight Image