hit dice:
1d10
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d10 + your Constitution modifier
armor proficiencies:
Heavy Armor, Medium Armor
weapon proficiencies:
Greatsword, Glaive, Halberd, Longsword, Greataxe, Javelin, small throwing knifes
tools:
Tinker's Tools
saving throws:
Strenght, Constitutoin
skills:
Choose two: Athletics, Intimidation, Survival, History, Perception, Persuasion
starting equipment:
You start with the following items, plus anything provided by your background.
(a) Plate armor or (b) Half plate + Longsword
(a) Greatsword or (b) Greataxe
(a) 2 javelins or (b) 12 small throwing knifes
(a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d5 × 10 gp to buy your own equipment.
spellcasting:
class features:
Blood harvest
With every kill you make you gain 1 bloodpoint, you can store up to 10 bloodpoints. You can use bloodpoints to cast blood spells. Each spell has it's own cost of blood. You cast with your Constitution.
Bloodpoints can be aquired only from living creatures.
Blood thirst
When you kill an enemy you gain ability to do a second action.
This feature can be replenished by critical killing blow or when you must finish a short or long rest.
Self Sacrifice
Starting at level 2 you can stab yourself with your weapon to draw power from your own blood. You refill half of your bloodpoints and gain temporary hitpoints equal to the damage you dealt yourself but you are unable to heal from any magical source other than your own until you finish a long rest.
You can use this feature again after a long rest.
Blood Technique
At 3rd level, you choose an Blood Technique that will let you use more powerful blood spells and abilities. The technique you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Ability Score Improvement
When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blood technique feature
At 7th level, you gain a feature granted by your Blood technique.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Devastating blow
At 9th level, your critical hit range is now 19-20.
Upon critical hit you gain 2 bloodpoints.
You can expend those 2 bloodpoints instantly for extra 2d4 of damage (same type as the one of your weapon).
Blood technique feature
At 10th level, you gain a feature granted by your Blood technique.
Extra Attack (2)
At 11th level, you can attack three times whenever you take the Attack action on your turn.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Indomitable (two uses)
At 13th level, you can use Indomitable twice between long rests.
Ability Score Improvement
When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blood technique feature
At 15th level, you gain a feature granted by your Blood technique.
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blood grand harvest
At 17th level, your maximum bloodpoints count goes up by 10 bloodpoints.
Devastating blow (2)
At 17th level, your critical hit range is now 18-20.
Upon critical hit you gain 4 bloodpoints.
You can expend those 2 bloodpoints instantly for extra 2d6 of damage (same type as the one of your weapon).
Blood technique feature
At 18th level, you gain a feature granted by your Blood technique.
Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blood Fountain
At 20th level, if you roll a critical attack you can choose to behead your enemy and make a blood fountain out of his neck.
When you attack a creature that has at least one head with your weapon and roll a natural 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to your weapon damage type, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with your weapon. Such a creature instead takes an extra 4d10 damage (same type as your weapon damage type) from the hit.
subclass options:
3th, 7th, 10th, 15th, and 18th level.