Base Class: Fighter
he bloodbound knight is a fighter subclass that delves into the darkest realms of horror and harnesses the power of blood magic. These knights have made a sinister pact with their own life force, channeling the essence of their blood to gain supernatural abilities and strike fear into their enemies. Through sacrificial rituals and communion with their own vital essence, Bloodbound Knights have become conduits of necrotic power, capable of inflicting devastating wounds and siphoning life force from their foes. The path of the Bloodbound Knight is one shrouded in mystery and macabre rituals. They are relentless combatants who embrace the darkness within themselves, using it to fuel their martial prowess. By sacrificing a portion of their own life force, they empower their weapons, imbuing them with necrotic energy that can rend flesh and drain the life from their adversaries.
this subclass if from Yellowbyte Studios, found in a supplement called Shadows and Whispers. i will remove if the original creator asks me to do so.
Blood Pact
At 3rd level, the Bloodbound Knight forms a sinister pact using their own blood, allowing them to harness its power. As a bonus action, the knight can make a blood sacrifice, taking a small amount of damage to empower their weapon. The next successful melee weapon attack made within a minute deals additional necrotic damage equal to the amount sacrificed. The maximum amount of damage sacrificed is equal to the Bloodbound Knight’s fighter level multiplied by 2. For example, a 3rd-level Bloodbound Knight can sacrifice up to 6 hit points, to make their next successful melee weapon attack deal up to an additional 6 points of necrotic damage. The number of hit points sacrificed cannot exceed the amount that would reduce the Bloodbound Knight’s hit points below 1
Vampiric Resilience
Starting at 7th level, upon using Second Wind, the Bloodbound Knight’s connection to their blood pact allows them to regain additional hit points. When you use Second Wind to regain hit points, you regain additional hit points equal to your fighter level.
Blood Mark
At 10th level, the Bloodbound Knight gains the ability to mark a target with their own blood. As an action, the knight can choose a creature they can see within 30 feet and mark them with their blood. The marked creature must make a Constitution saving throw against a DC equal to 8 + the knight’s proficiency bonus + their Constitution modifier. On a failed save, the creature is affected by the Blood Mark. While marked, the knight has advantage on attack rolls against the creature, and the creature’s speed is reduced by 10 feet. Additionally, whenever the marked creature deals damage to the Bloodbound Knight, the knight can use their reaction to make a melee weapon attack against the marked creature. The mark lasts for 1 minute or until the creature is reduced to 0 hit points. After you successfully mark a creature with this feature, you can’t use it again until you finish a short rest.
Darkened Soul
At 15th level, the Bloodbound Knight’s connection to their blood pact alters their very essence, infusing them with dark power. You gain the following benefits:
You gain resistance to necrotic damage and have advantage on saving throws against being frightened.
Whenever you deal necrotic damage to a creature, you regain 1d10 hit points.
Once per long rest, when you are reduced to 0 hit points, you can use your reaction to make a melee weapon attack against a creature within reach before falling unconscious. If the attack hits and reduces the creature to 0 hit points, you regain a number of hit points equal to your fighter level and immediately stabilize, remaining conscious with the regained hit points.
Crimson Executioner
At 18th level, the Bloodbound Knight perfects their deadly techniques, becoming an expert in executing weakened foes. When you hit a creature with a melee weapon attack, you can use a bonus action to perform a Crimson Execution. Make another melee weapon attack against the same creature, and if it hits, it is an automatic critical hit. If the creature is reduced to 0 hit points by this attack, you can make another Crimson Execution against a different creature within 5 feet of you, as part of the same bonus action. This process can continue until you fail to reduce a creature to 0 hit points with an attack. Once you use this feature, you can’t do so again until you finish a short rest, unless you expend 5 Hit Dice to use it again
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