Fighter
Base Class: Fighter

There are warriors who rely on strength of limb and others who lean on precision of steel. But some choose a darker calculus—one that measures worth in blood, not bravery. These fighters are not merely armed; they are altered. And what they become is often less a soldier and more a symptom of something no longer human.

The Netherblood Champion is a fearsome warrior whose martial prowess is born from a perilous union with the void, sealed by sanguine rites of ancient and forbidden magic. Through a ritual using vampiric blood, these fighters draw upon the dark energies that roil between worlds, infusing their veins with eldritch power that both augments their physical abilities and grants them command over the terrifying forces of chaos. As guardians against the encroaching darkness or harbingers of doom, Netherblood Champions walk a solitary path drenched in shadow, their blood the key to untold might and the maddening whispers of the void. With each enemy felled, their tainted bloodlust grows, offering a glimpse into the endless darkness that awaits those who dare to wield such unfathomable power. Embracing the darkness within, these warriors let the void's insatiable hunger for life become their greatest weapon.

Level 3: Bloodbound Weaponry

You forge a mystical bond between your weapon and your essence, channeling the Void's eldritch power into strikes that pulse with a dark, blood-like aura. You can deal an extra 1d8 necrotic damage to a target once on each of your turns when you hit with a weapon attack. Additionally, you can choose to infect the target with void corruption for 1 minute (no action required). While infected in this way, the creature has disadvantage on attack rolls against creatures other than you.

You can affect only one creature at a time with this corruption. Infecting a new creature immediately ends the effect on the previous one.

Level 3: Sanguine Aegis

You have learned to infuse your life force with void energy, allowing you to create protective barriers of blood. When you or a creature you can see within 30 feet of you takes damage from an attack, you can use a reaction to conjure an ephemeral shield of crimson energy that intercepts the attack. The shield reduces damage dealt by an amount equal to your fighter level. If the shield reduces the amount of damage dealt to 0, the absorbed energy retaliates against the attacker, who then takes necrotic damage equal to half the amount of damage that was reduced.

You can use this reaction a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a long rest.

Level 7: Void Cloak

You can use a bonus action to momentarily shroud yourself in a cloak of void energy. Until the start of your next turn, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and if an attack misses you, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see. This teleportation leaves a brief trail of dark, shadowy mist.

You can use this feature a number of `times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a long rest.

The teleportation range increases to 15 feet at 15th level and to 20 feet at 18th level.

Level 10: Chaos Tendrils

Your mastery over blood and void energies evolves, allowing you to manipulate the battlefield with your attacks. When you deal necrotic damage with Bloodbound Weaponry, you can use a bonus action to unleash thick, black and crimson tendrils of chaos energy that attempt to bind and restrain the target. The target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be restrained until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 15: Pandoran Metamorphasis

You gain the ability to embrace pure chaos in your physical form. As an action, you let the unpredictable nature of the Void alter your form for 1 minute. For the duration, you gain resistance to all damage except force and radiant. When you activate this feature, roll a d6 twice (re-rolling duplicates) on the table below to determine the nature of your transformation. Each form reshapes your body in a dramatic display of shifting shadows and coalescing blood, marking you as a fearsome avatar of darkness.

Once you use this feature, you can’t use it again until you finish a long rest.

D6

Effect

1

Your arms transform into elongated, shadowy forms, increasing your reach by 5 feet.

2

Your eyes become deep pools of the darkness of the void with the power to disorient your foes. As a reaction when you or a creature within 10 feet of you is attacked by another creature within 30 feet of you, you can fix your gaze upon the attacker. The target must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature is disoriented and has disadvantage on attack rolls for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3

Bat-like, sanguine wings sprout from your back, giving you a flying speed equal to your walking speed.

4

Your body becomes incorporeal, allowing you to move through creatures as if they were difficult terrain. If you end your turn in the same space as a creature, you are immediately shunted back to the nearest unoccupied space that you last occupied and take 1d10 force damage for every 5 feet you are moved.

5

Your melee weapon attacks are imbued with a ravenous essence, appearing as swirling shadow energy around your weapon. On a successful hit against a creature, you sap the strength from your foe. The target’s speed is reduced by 5 feet, and it suffers disadvantage on its next attack roll until the end of its next turn.

6

Hardened crimson shards form in protective areas around your body, granting you a +1 bonus to AC.

D6 Roll 1

Your arms transform into elongated, shadowy forms, increasing your reach by 5 feet.

D6 Roll 2

Your eyes become deep pools of the darkness of the void with the power to disorient your foes. As a reaction when you or a creature within 10 feet of you is attacked by another creature within 30 feet of you, you can fix your gaze upon the attacker. The target must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature is disoriented and has disadvantage on attack rolls for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

D6 Roll 3

Bat-like, sanguine wings sprout from your back, giving you a flying speed equal to your walking speed.

D6 Roll 4

Your body becomes incorporeal, allowing you to move through creatures as if they were difficult terrain. If you end your turn in the same space as a creature, you are immediately shunted back to the nearest unoccupied space that you last occupied and take 1d10 force damage for every 5 feet you are moved.

D6 Roll 5

Your melee weapon attacks are imbued with a ravenous essence, appearing as swirling shadow energy around your weapon. On a successful hit against a creature, you sap the strength from your foe. The target’s speed is reduced by 5 feet, and it suffers disadvantage on its next attack roll until the end of its next turn.

D6 Roll 6

Hardened crimson shards form in protective areas around your body, granting you a +1 bonus to AC.

Level 18: Eternal Hunger

Your connection with the void reaches its apex, allowing you to siphon life force directly from your foes. Once per turn when you hit a creature with a melee attack, you can regain a number of hit points equal to half the damage dealt. This vampiric absorption appears as a physical transfer of energy; your weapon momentarily binds to the target's essence, drawing forth strands of sanguine energy that seep into your wounds, knit flesh, and mend bone.

You can use this feature a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a long rest.

Netherblood Champion Image

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