Blood Knight (5e Subclass)

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Blood Knight[edit]

There is always another war, and there is always more blood for my blade
—Darion Dark, Human Blood Knight

Blood knights are warriors who master an ancient and forgotten form of magic, that allows them to transform their own blood into powerful weapons, crafting blades out of ichor. These warriors are bringers of carnage and rampage, and their passage is marked by pools of blood and piles of flesh and bones, that serve as an alert to potential foes, an advice to avoid confrontation with those warriors.

Gory Smite

Starting at 3rd level, once per turn when you hit a creature with a melee weapon attack, you can lose 5 hit points to cause additional damage equal to your Constitution modifier + your proficiency bonus.

This hit point loss can't be prevented in any way.

Blade of Blood

Starting at 7th level, you gain the ability to use your own blood to create a sword made out of the crimson liquid. As a bonus action, you must spend one use of your Second Wind, to summon the blade of blood.

This blade of blood lasts for 1 minute. It counts as a martial melee weapon with which you are proficient. It deals 2d8 slashing damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is under half its maximum hit points, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the duration hasn't ended, you can use a bonus action to cause the blade to reappear in your hand.

Death Knell

At 10th level, when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your Fighter level.

If you are under half your maximum hit points, you can choose to regain that amount of hit points, instead of gaining temporary hit points.

Life Transfer

Beginning at 15th level, you can use your bonus action to touch a creature of your choice, and either give hit points to that creature or drain its hit points. You can drain or steal a number of hit points equal to your level in this class.

If you steal hit points with this feature, the target loses the same amount of hit points you regain. An unwilling creature can make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to resist its effects.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses after completing a long rest.

Life Steal

At 18th level, once in each of your turns when you hit a creature with a melee weapon attack, you cause additional necrotic damage equal to your Constitution modifier (minimum 1) and you regain hit points equal to this additional necrotic damage.

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