Base Class: Fighter
You have discovered the forbidden path of blood-forged battle. Where others rely on steel alone, you draw power from suffering, from pain, and from the pulse of life itself. With each heartbeat, your control deepens—until even magic falters before your living will.
Level 3: Feast
You draw strength from bloodshed, turning the life force of your enemies into your shield.
Once per turn when you deal damage with a weapon attack, you gain temporary hit points equal to your Constitution modifier + your Fighter level. These temporary hit points last until the start of your next turn.
As a bonus action, you can mark a creature within 60 feet. The next time you hit that creature with a weapon attack before the end of your next turn, it takes extra necrotic damage equal to your Constitution modifier, and you regain the same amount as HP. You may use this feature a number of times per day equal to your Constitution modifier (minimum of 1).
Level 7: Bloodbound
You forge a supernatural pact of protection by linking your blood with another.
Bond. As an action, you touch a willing creature to form a Blood Bond. While you and the bonded creature are on the same plane of existence:
- It gains +1 AC and +1 to saving throws.
- It has resistance to all damage.
- You take an equal amount of damage when it takes damage (after resistance), ignoring your resistances and temp HP.
The bond ends if you drop to 0 HP or bond with another creature.
You may use this feature a number of time equal to your Constitution modifier per long rest.
Thirst. Whenever a creature within 30 feet of you fails a saving throw, you gain advantage on your next weapon attack roll made before the end of your next turn.
Level 10: Hemogorge
Your mastery over blood has reached grotesque efficiency. Your temporary vitality no longer fades, it compounds.
Stacking Vitality. You can now accumulate multiple instances of temporary hit points. Temporary hit points you gain do not overwrite existing temporary hit points; instead, they stack.
When you gain temporary hit points from a Fighter subclass feature, they are doubled if you are below half your hit point maximum.
The Fighter's Second Wind feature may be used to grant temporary hit points for one round rather than regain hit points.
Level 15: Null
Your mastery of blood allows you to reject unnatural forces that seek to unravel your body or mind. Magic falters before your defiance, but always at a cost.
You have advantage on saving throws against spells and magical effects.
When you fail a saving throw against a spell or magical effect, you can choose to automatically succeed instead. When you do, you lose hit points equal to half your maximum HP (rounded down), ignoring resistances and temporary hit points.
Level 18: Blood Arts
You wield life and death with equal ease, burning yourself away to heal—or to kill.
Blood Offering. As an action, you can touch a creature within 5 feet. You sacrifice up to half your current HP, and they regain that many hit points.
If they are bonded to you via Blood Bond, you may instead transfer up to your full HP.
Scarlet Spray. As an action, you may sacrifice up to half your maximum HP. Each creature of your choice within 15 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take necrotic damage equal to the HP you lost and become blinded until the start of your next turn. On a success, they take half damage and are not blinded. This ability is usable once per long rest, or again by spending a Hit Die.
Predator’s Pulse. While you have any temporary hit points, your weapon attacks score a critical hit on a roll of 19–20.







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