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Blood Knight

Hemomancy

Beginning when you choose this archetype at 3rd level, you gain the ability to cast hemomancy spells, detailed in chapter 3 of this companion.   Spell Slots. The Blood Knight table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. During a short rest, you can choose to regain one of your blood knight spell slots. Once you do so, you can’t do so again until you finish a long rest.   Spells Known of 1st Level and Higher. You know two 1st-level hemomancy spells of your choice, chosen from the hemomancy spells detailed in chapter 3.   The Spells Known column of the Blood Knight Spellcasting table shows when you learn more hemomancy spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the hemomancy spells you know with another hemomancy spell of your choice. The new spell must be of a level for which you have spell slots.   Spellcasting Ability. Constitution is your spellcasting ability for your blood knight spells, since your spells are powered through the resilience of your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a blood knight spell you cast and when making an attack roll with  one.   Spell save DC = 8 + your proficiency bonus + your Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier

Blood Well

Also at 3rd level, you gain a well of blood magic that is fueled through special dice called blood dice.   Blood Dice. You have two blood dice, which are d6s. A blood die is expended when you use it. You regain all of your expended blood dice when you finish a short or long rest   You gain an additional blood die at 7th, 10th, and 15th levels. Using Blood Dice. Blood dice can be utilized in two ways. As a bonus action, you can expend a blood die and regain a number of hit points equal to the number rolled. Also, when you hit a creature with an attack, you can choose to expend a blood die and add the number rolled to the attack’s damage roll. If you do so, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Blood Knight
Fighter Level Spells Known Spell Slots Slot Level
3rd  2   1 1st 
4th  1st
5th  1st 
6th  2 1st
7th  2   2nd 
8th  3 2 2nd
9th  2nd 
10th  2nd
11th  2nd 
12th  2nd
13th  3rd 
14th  3rd
15th  3rd 
16th   6 3rd
17th   3 3rd 
18th  3rd
19th   3 4th 
20th  4th

Deathseeker

Starting at 7th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check used to find a wounded creature.   Additionally, as a bonus action on your turn you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.

Improved Blood Well

At 10th level, your blood dice turn into d8s.

Blood Rush

Starting at 15th level, whenever you cast a hemomancy spell of 1st level or higher, you enter a blood rush. The blood rush lasts until the end of your next turn, and for the duration your speed is doubled, you have advantage on Dexterity saving throws, and you can disengage as a bonus action.

Strength of the Wounded

At 18th level, you gain increased power when wounded. Whenever you expend a blood die while below half your hit point maximum, you can add your Constitution modifier to the result.

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