Fighter
Base Class: Fighter

The Blood Knights are an ancient order of warriors who have mastered the art of manipulating blood to craft weapons and control the flow of life and death. With every strike, they summon weapons forged from their own blood, bleeding their enemies with each blow while harnessing their own injuries to fuel their power.
Their blood carries a generational curse, passed down through a lineage bound to an ancient pact. Twisted by forgotten rites, their very lifeblood has become a conduit for power—potent, volatile, and unrelenting. This inherited curse grants them the ability to shape their own blood into weapons of war, but it also demands a terrible toll, drawing them ever closer to the brink with every drop spilled.

Bonus Proficiencies

at 3rd level, you gain proficiency in the Medicine skill. Additionally, you learn the Healer's Kit as part of your skillset.

Blood weapon

You learn a ritual that curses your blood to become your weapon. As a bonus action, you can force your will through a source of blood, shaping it into the form of a weapon you desire. The blood must be plentiful enough for the desired weapon.

  •  Blood Summon:  Take damage equal to your Bleed damage, and your health cannot be below 1/4 of your max hp.
  • Weapon Limitations: You can only create and maintain one weapon at a time, except for arrows. If a weapon leaves your grasp after you finish your action without holding it, it reverts to a pool of blood, and the act of summoning the weapon causes Bleed damage to yourself until you succeed on a Constitution saving throw (DC = 10 + your Constitution modifier).

  • You can create swords, spears, daggers, or similar melee weapons. 

Bleed

  • When you hit a creature with your Blood Weapon, you cause them to start Bleeding. The creature takes 1d6 piercing damage at the start of each of their turns while they remain Bleeding. At the end of each of their turns, the creature can make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) to stop the Bleed effect. On a successful save, the Bleed effect ends.

    • At 10th level, the Bleed damage increases to 1d8.

    • At 18th level, the Bleed damage increases to 1d10.

Blood Pact

Beginning at 7th level,  

  • As a bonus action, choose one creature affected by your Bleed. For the next minute, you place a blood curse on them, causing the following effects:

    • You have an advantage on attack rolls against the cursed creature. However, during the creature's next turn, it will also have advantage on attack rolls against you.

    • Whenever the cursed creature takes damage from any source, it takes additional damage equal to your Constitution modifier. The creature gains the same effect using your Con modifier.

    • The cursed creature has disadvantage on saving throws to end any Bleed effects caused by you.
      You can use this feature a number of times equal to your proficiency bonus per long rest.

Blood hemorrhage

At 10th level,

  • Spiked Blood Pressure: When a creature hits you with a weapon attack, you can use your reaction to create blood spikes on your body, inflicting 1d6 Bleed damage to all creatures within 10 feet of you. The creatures must make a Constitution saving throw (DC = 15) or take 2d6 Extra piercing damage on a failed save, or half as much on a successful one.

  • The damage of your Bleed effect increases to 1d8.

 

Blood transfusion

at 15th level you can, You can use the blood you spill to fuel your own vitality.

  •  Whenever you deal Bleed damage, you can choose to heal yourself for an amount equal to half the damage dealt, rounded up. This healing is limited to your maximum hit points.

Hemophilia

at18th level, When your health is reduced to half or less, you enter a hemophilic state, where your thirst for blood amplifies. In this state, you become far more dangerous and resilient.

  • Increased Bleed Damage: Your Bleed damage doubles and affects creatures in a larger area (30 feet around you).

  • Bloodlust: All creatures within 30 feet of you have disadvantage on Constitution saving throws to end Bleed effects.

  • Ruthless Fury: You gain advantage on all attack rolls against creatures suffering from your Bleed while in this state.

  • Your Bleed damage increases to 1d10 

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