Fighter
Base Class: Fighter

In times long ago, there was only chaos. Out of this chaos rose the Primordials, and after them came the gods. One being, however, predated even the chaos of the before times. An entity of pure rage and bloodlust, with a desire to feast upon all things weaker than it. The Blood God, upon his throne of skulls, reached out to the creatures living in the newly-forged planes to spread his influence. Beings of evil were attracted to his offer of power, in exchange for destruction. The aberrant knights, a corruption of the holy paladins, were but one result of his thirst for blood.

Blood Magic

You sought power, and the Blood God gave it. When you choose this subclass at 3rd level, you gain the ability to use your blood to cast spells.

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 one 1st-level spell slot. The Aberrant Knight 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 two 1st-level warlock spells of your choice. The spells known column of the Aberrant Knight Spellcasting table shows when you learn more spells of your choice.

Spellcasting Ability. Constitution is your spellcasting ability for your warlock spells. Spell save DC: 8 + your Constitution modifier + your proficiency bonus. Spell attack bonus: your Constitution modifier + your proficiency bonus.

Blood for the Blood God. When you run out of spell slots, you may use your own blood to cast more spells. In order to do so, you must spend an action to deal an amount of damage to yourself equal to double the spell slot's level. This ability cannot be used to cast spells at a level higher than you can cast. You may use this ability as many times as you want.

Spellcasting Table.

Fighter Level

Cantrips Known

Spells Known

Spell Slots

Slot Level

3rd

2

2

1

1st

4th

2

3

1

1st

5th

2

4

2

1st

6th

2

5

2

1st

7th

2

6

2

2nd

8th

2

7

2

2nd

9th

2

8

2

2nd

10th

3

9

2

2nd

11th

3

10

2

2nd

12th

3

10

2

3rd

14th

3

11

3

3rd

15th

3

11

3

3rd

16th

3

11

3

3rd

17th

3

12

3

3rd

18th

3

12

3

3rd

19th

3

12

3

4th

20th

3

13

3

4th

 

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes 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 pact 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 pact 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 pact 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 those available to the warlock. You may choose a second at 15th level, and a third at 18th level. However, you also gain a short-term madness. At 15th level you gain a long-term madness, and at 18th you gain an indefinite madness.

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 Skull 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 the Blood God

Starting at 18th level, you may spend a bonus action to become an avatar of the Blood God. When you use this feature, you gain resistance to non-magical damage, advantage on Strength checks and saving throws and Charisma (Intimidation) checks, your movement speed increases by 10 feet, and you may add your Constitution modifier to your attack and damage rolls for one minute.

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