Base Class: Fighter
A Crimson Warrior excels at doing massive amounts of damage with there weapons, opening deep and fatal wounds to their enemy or leaving pieces of them strewn around them. They always are bathed in some manor by the blood of those they fight, they also coat those around them in a some portion of blood and bits.
Crimson Spray
Beginning when you choose this archetype at 3rd level, every time your weapon does more than 10 points of damage to an enemy with a single attack you gain 1d4 + Con temporary hit points as the blood of your enemy coats you painting you crimson. This temporary hits points continue to stack during combat, however once combat is over or if the blood is somehow 'removed from your body' during combat, they disappear as does the blood you were coated in. IF you are fighting an enemy (such as the undead) that does not bleed you do cannot gain the benefit.
The temp hit points increase to 1d6 + Con at 10th level in addition any friendly ally within five feet gains 1d4 temp hit points that stack just as yours does.
At 18th level the die increased to 1d8 + Con, and friendly allies within ten feet are able to gain 1d4 + YOUR Constitution bonus in temporary hit points that stack just as yours does.
Minor Blood Magic
You are able to harvest the blood of your enemies and mix it with certain herbs while muttering certain words, these words cause to the spirits of blood enchanting the mixture that you can than apply before battle to 'Enhance your tie with blood'. It takes a 'full round action' to apply the blood and is normally placed on the face and parts of the body where skin is exposed. Once applied the 'power' inside last for up to 10 minutes unless it is somehow 'washed off' your body. This blood paint will also only work for the Crimson Warrior and the blood must come from an 'enemy' they have slain in combat within the past month.
Benefits - 'Blood Dash' Your blood burns and runs quicker you may using a bonus action to activate 'dash' during combat OR 'Blood Sense' Your senses increase and come alive as a 'bonus action' you activate this ability to hear the blood running through an enemies veins the beating of there heart, to sell the coppery scent of there blood! The Target must be within 60 feet for this to work. 'Blood Sense' lasts up to a minute and grants advantage on attacks OR in the event the target is invisible, displaced etc.. allows the Crimson Warrior to attack as normal. if the target should die then the 'Blood Sense' would need to be re-activated to work on a different target. You may switch between Blood Dash & Blood Sense during combat however if Blood Sense is active Blood Dash will not work.
Hasted Blood
At 10th level, as a 'reaction' when in combat you are able to hasten your blood. This has the effect of haste being cast upon you while in combat duration is entire combat or ten minutes also concentration is not needed. This can be done a number of times equal to constitution bonus per day.
Major Blood Magic
Starting at 15th level, You are able to harvest the blood of your enemies and mix it with certain herbs & powdered metals while muttering certain words, these words cause to the spirits of blood enchanting the mixture that you can then apply this to weapons. The magic lasts until the next dawn OR the mixture is washed off the weapon, while this is on the weapon the following benefits may be gained.
Benefits - Attacks made with this weapon cause and extra 1d8 poison damage and wounds your enemy. You must make a DC16 Con saving throw or be under the poison condition and as well as take 1d4 bleeding damage each round. if they fail the save they may and the end of each of there turns attempt again to make the saving through and stop the potion condition and the bleeding from the wound. Multiple attacks on a target will make it necessary for the enemy to make multiple saves on each attack HOWEVER only one save is needed on consecutive rounds to end the poisoned condition as well as the bleeding from wounds.
Bloody Regeneration
At 18th level, you attain the pinnacle of becoming one with the blood you draw, as a reaction to becoming bloodied you can activate heal some of the damage and your body will gain additional benefits to the blood you wear as a result of the damage you do to your enemies. As a reaction you can activate 'Regenerate' and as per spell regain 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. This effect lasts for one hour or until you are fully healed which ever comes first and can be used a number of times per day equal to your constitution bonus.
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