The members of the Order of the Blood Knight raise an army to march on the gates of Hell. They hone their martial prowess and the efficacy of their Crimson Rite to reach the pinnacle of blood magic.

Sanguine Thirst

At third level, you can steal life force from enemies you slay. When you kill an enemy with a weapon that bears your crimson rite, you gain a blood point. You may use blood points to power Blood Hunter features instead of health. When you activate a crimson rite, you can spend blood points equal to half your crimson rite die's maximum value (ex. 2 for d4 or 5 for d10) to take no damage. Also, you can spend 3 blood points to not expend a usage of your blood maledict when you use it, and an additional two points to amplify it without taking damage.

Chivalrous Sacrifice

At seventh level, you can wound yourself to save an ally from pain. When an ally within thirty feet of you that you can see is damaged, you can use a reaction to give them resistance to all damage caused by the attack. When you activate this ability, you must either spend one blood point and take damage equal to your crimson rite die, or spend three blood points.

Extra Attack

At eleventh level, you may attack three times, instead of twice, whenever you take the attack action.

Blood Drinker

At fifteenth level, you can use blood points to directly recover your life force. As an action, you can spend a number of blood points and recover hit points equal to twice the number you spend.

Black Chivalry

At eighteenth level, your might is an inspiration to others. When an ally you can see within sixty feet of you misses with an attack or fails a saving throw, you can use a reaction give let them roll again and take the second roll. You can do this a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest. Additionally, you gain the Blood Curse of the Black Duel. This does not count against your number of blood curses known.

Blood Curse of the Black Duel. As an action you can force a target within thirty feet into a duel with you. Until the end of your next turn, the target has disadvantage on all attacks against any target other than you, and you have advantage in all attacks against the target.

Amplify. The curse becomes ongoing. If you end your turn more than thirty feet from the target, or if the target takes damage from a source other than you or itself, it may make a Wisdom saving throw. On a success, the duel ends.

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