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 |
2 |
1 |
1st |
5th |
2 |
2 |
1st |
6th |
2 |
2 |
1st |
7th |
3 |
2 |
2nd |
8th |
3 |
2 |
2nd |
9th |
3 |
2 |
2nd |
10th |
4 |
2 |
2nd |
11th |
4 |
2 |
2nd |
12th |
4 |
2 |
2nd |
13th |
5 |
2 |
3rd |
14th |
5 |
2 |
3rd |
15th |
5 |
2 |
3rd |
16th |
6 |
2 |
3rd |
17th |
6 |
3 |
3rd |
18th |
6 |
3 |
3rd |
19th |
7 |
3 |
4th |
20th |
7 |
3 |
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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