Base Class: Fighter
Manipulation of one's own blood while detecting and utilising others.
Level 3: Blood Bond
You learn a ritual that creates a bond between yourself and a weapon through blood. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Level 3: Blood Sense
You learn to detect the flow of blood in other living entities as part of your path to blood mastery.
As an action, you can heighten your senses to gain one of the following benefits for 1 minute.
Presence: You gain advantage on perception checks to detect the presence of creatures with blood.
Flow: You gain advantage on Insight checks against creatures with blood.
Hunt: You gain advantage on Survival checks to track creatures with blood.
Preserve: You gain adadvantage on Medicine checks to stabilise creatures with blood.
You can use this feature a number of times equal to your proficiency bonus.
Level 7: Pure Blooded
The extent of your mastery over your blood has developed to keep your body untainted by any toxins and impurities.
Your body becomes immune to poison and disease.
Level 10: Blood Battle Arts
As you continue to master the manipulation of your blood, you learn how to utilise the power of your blood in combat.
Your bonded weapons now deal additional damage equal to your constitution modifier.
In addition, as an action you can forcibly accelerate the flow of blood through your body, putting you in a state of Blood Rush. While in this state your movement speed is doubled and you gain advantage on dexterity saving throws. The effects of Blood Rush last for 1 minute and when it ends you gain a point of exhaustion due to the strain on your body from the accelerated blood flow.
Level 15: Blood Puppetry
Your blood control is now capable of manipulating your blood even when it's not inside your body.
If a creature hits you they become stained with your blood allowing you to subtly sabotage its future assaults. As a reaction you can impose disadvantage on an attack from a creature that has been stained by your blood.
In addition, you are able to puppeteer any of your own severed limbs in the 10 minutes it takes your blood to clot. When you take the attack action, you can puppeteer your severed limb to make the attacks using any weapon it is holding or with an unarmed attack. Decapitation still results in death.
Level 18: Bloody Zenith
You have pushed your mastery of blood to the absolute peak of what a mortal body can withstand. You have discovered methods through which to assimilate the life essence of your enemies into your own strength.
When you use Blood Rush you can choose to accelerate the flow of your blood further causing you to enter the state of Blood Surge. However, when this state ends you gain 2 points of exhaustion instead of 1.
Whilst in this state, on top of the effects of Blood Rush, you regain HP equal to your constitution modifier for a successful attack against a creature within 5ft. Furthermore, once per Blood Surge, when you successfully attack a creature within 5ft of you, you gain one resistance or immunity that creature has. This resistance or immunity dissappears when your Blood Surge ends.







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