Base Class: Fighter
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Blood Manipulation
Upon taking this archetype at 3rd level your awareness of the flow of blood around you increases to the point where you can have some small influence on those liquids. You gain the ability to manipulate blood-like liquids, like the Shape Water cantrip. To manipulate these liquids in such a way, they must not be inside a creature and must be open to the air.
This small level of control over blood also allows you to gain proficiency in the medicine skill when stabilizing or tending to wounds.
Sanguine Creation
3rd-level Blood Blade feature
Beginning when you choose this archetype at 3rd level, your connection to blood grows to be able to manipulate its flow and density. Using this feature you can create a weapon(s) of your choice from the following options. To use this feature you must use an action to damage yourself through either slashing or piercing damage equal to half your character level plus your proficiency bonus. These weapons count as magical for purpose of overcoming damage resistances.
Blood Daggers: You create a set of knives from blood in your surrounding area. The blood hardens into a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals piercing damage equal to 1d6 plus the ability modifier you used for the attack roll. After you attack with the blade, you can make a melee with a second Blood Dagger as a bonus action on the same turn, provided you have the blade in your other hand.
Red Blade: You create a large blade from blood in your surrounding area. The blood hardens into a martial melee weapon with the versatile property. On a hit, it deals slashing damage equal to 1d8 plus the ability modifier you used for the attack roll if used with one hand. If used with two hands 1d10 plus the ability modifier you used for the attack roll.
Red Armor
Starting at 7th level, you gain the ability to create armor out of blood. To use this ability you must spend 1 minute concentrating using either yourself or one dead medium-sized creature within 5 ft. While concentrating in this way you make an incision on the target and draw the blood from the creature creating a barrier that surrounds you. After concentrating the barrier surrounds you for 1 hour. During this time, while you are not wearing any armor, your Armor Class equals 13+ your Constitution modifier.
If you choose to use yourself, you draw from your own lifeforce, taking 2 points of necrotic damage per class level, this damage cannot be reduced in any way.
If you chose a dead medium creature, it must contain a blood-like substance and neither be a construct or an undead. Afterward, the creature is drained of blood and cannot be used for this purpose again.
Blood Sense
At 10th level, your heartbeat sends echoes around you, gaining the ability to sense creatures near you. You gain the "Blind Fighting" fighting style with an extended range of 10 ft. if you do not already have it. If you already have blindsight, its range is extended 10 ft.
Additionally, as an action, you can decide to take necrotic damage equal to your proficiency modifier to learn the number and general direction of all creatures with blood in 100 feet.
Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind full cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Siphoning Blades
Starting at 15th level, your weapons created by "Sanguine Creation" draw on the life forces of those they injure. Upon hitting a creature with an attack roll of one of the weapons from your Sanguine Creation ability, you can deal extra damage equal to two of the creature's hit dice. You can only cause this damage on a creature that requires blood, or a blood-like substance to live, undead and construct are unaffected. This damage ignores damage resistances. You can use this ability a number of times equal to your proficiency bonus. This ability regains all uses after a long rest.
Sanguine Mastery
At 18th level, you have mastered the ability to manipulate blood around you. When creating weapons from "Sanguine Creation" and barrier from "Red Armor", you take one-quarter of the damage (rounded down) needed to create them.
Additionally, When you cause damage from "Siphoning Blades" you absorb some of the creature's life essence. You may heal a number of hit points equal to half of the total damage dealt to the creature.
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