A human stands, clad in a set of blood-rusted plates, as four orcs surround him, grunting, ready to charge. The first orc let out a low roar as it charges toward the human, but even before its greataxe lands a blow upon the human's plate armor, its body is split into pieces, bursting into a mixture of blood and gore. The other three orcs hesitated their moves as the human withdraws his greatsword, covered in the orc's blood. Without any warning, the human stretched his arms, and a bolt of crackling, blood-red energy burst from the tip of his fingers to strangle one of the orcs. As the strangled orc comes to its feet, the human took a deep breath, and glared at the other two. The orcs were not known for their brilliance or cowardice, but with one of their kin slaughtered and another restrained, they had no choice but to flee. As the orcs dropped their weapons and ran on their feet, there was a sweep, and there were two beheaded body stumbling upon the earth as the human shake the blood off his greatsword.
“ Blood is life, blood is death, blood is power. More blood, for more power. ”
The blood knights are, contrary to the word that defines them, not properly knighted by kings or nobles. Instead, they are chosen by a sinister, often supernatural, entity, who grants them an immense resolve of power in exchange for a price - blood. The intent behind this exchange is unknown to most of the living souls, including the blood knights themselves, and the rumor has it that only the most evil and treacherous would suggest such bargain in the first place, but the power bestowed upon them are worth the risks they take, the risk of slaughtering most of the living souls they meet, and the risk of getting slaughtered themselves. Although their existence is not welcomed by most of the civilizations, but those in need of urgent help would not hesitate for an assistance from a shady men and women clad in blood-rusted armors.
hit dice:
1d10
hit points at 1st level:
10 + CON
hit points at higher levels:
1d10 (or 6) + Constitution modifier per blood knight level after 1st
armor proficiencies:
All armor
weapon proficiencies:
Simple weapons, glaives, greatswords, halberds, longswords, mauls, pikes
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from the following: Athletics, History, Insight, Intimidation, Medicine, Persuasion, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a glaive, (b) a longsword, (c) a maul, or (d) a pike
(a) a dungeoneer's back or (b) an explorer's pack
Chain mail, two javelins, and four vials of blood
spellcasting:
Eldritch Power
As a blood knight, you serve a sinister entity that grants you a power at a cost of bloodshed and carnage. The entity bestows upon a number of powers of eldritch origins, which you can utilize in your adventures.
At 1st level, you know one of the following powers. You learn another power when you reach 9th level, and again at 17th level.
Some of your powers require your target to make a saving throw to resist its effect. The saving throw DC is calculated as follows:
Eldritch power save DC = 8 + your proficiency bonus + your Charisma modifier
Decaying Strike
While you are in the bloodlust, when you hit a target creature with a melee weapon attack, you can use a bonus action to channel a jolt of eldritch energy to wither its defense. The target must succeed a Constitution saving throw or its AC is decreased by your Charisma modifier (minimum 1) until the end of your next turn.
Eldritch Shackle
When you hit a target creature with a melee weapon attack, you can use a bonus action to conjure a blood-red noose made of eldritch energy to capture it. The target must succeed a Dexterity saving throw or is shackled. While the target is shackled, its movement speed is halved, and the target may not move more than 15 feet away from you.
On its turn, the target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check to break free of the shackle. The target is automatically freed from the shackle when you move more than 15 feet away from the target. You can maintain only one shackle at a time, and you can dismiss the shackle as a bonus action.
Sinister Vigor
Whenever you enter the bloodlust, or whenever you start your turn while in the bloodlust, you regain hit points equal to your Charisma modifier (a minimum of 1).
Intimidating Presence
You gain proficiency in the Intimidation skill, if you have not gained it already. Additionally, You add twice your proficiency bonus to Charisma (Intimidation) checks instead of your normal proficiency bonus.
Uncanny Reflex
While you are in the bloodlust, you add your Charisma modifier(minimum 1) to the Dexterity saving throws against effects that you can see. You cannot gain benefit from this feature if you are blinded or deafened.
Withering Aura
While you are in the bloodlust, whenever a hostile creature starts its turn within 10 feet from you, it must succeed on a Constitution saving throw or they take necrotic damage equal to your Charisma modifier + half your blood knight level rounded down. This feature has no effect on constructs and undeads.
Blood for the Blood God!
Starting at 2nd level, you have a pool of sinister power bestowed upon you by the entity you serve. With that power, you can channel more carnage than usual upon hitting with your melee weapons.
Whenever you hit a creature with a melee weapon attack, you can choose to deal additional damage with the attack equal to 1d6 + half your blood knight level. The added damage is of the same type dealt by the weapon to the target. You cannot use this feature if the creature is a construct, an undead, or any other creature which is incapable of shedding blood and may only use it once per attack.
You may use this feature a number of times equal to your Charisma modifier (minimum of one) and you regain all uses of this feature after you finish a short rest.
Blood Knight Archetype
Starting at 3rd level, you choose an archetype that you face the bloodshed and carnage of the battlefield. choose either the Blood Guardian or the Savage Knight, both detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 10th level, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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 cannot increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bloodthirsty Stride
Starting at 7th level, when you start your turn while you are in the bloodlust, your walking speed is increased by 10 feet and moving through nonmagical difficult terrain costs you no extra movement.
Blood in the Air
Starting at 11th level, whenever you enter the bloodlust, you and a number of friendly creatures within 10 feet of you up to your Charisma modifier(minimum 1) gain the following benefit. Until the start of your next turn, you and the chosen creatures gain a bonus to attack and damage rolls with melee weapons equal to your Charisma modifier (minimum 1).
At 18th level, the range of this feature increases to 30 feet.
Bloodthirsty Awakening
Starting at 13th level, whenever you are reduced to 0 hit points whilst in the bloodlust, but not killed outright, you can drop to 1 hit point instead. You regain use of this feature after you finish a long rest.
Eldritch Resilience
Starting at 15th level, as long as you are not incapacitated or stunned, you gain a bonus equal to your proficiency bonus on your Strength and Constitution saving throws.
Appetite for Destruction
Starting at 20th level, your desire for bloodshed and carnage is intense enough to fuel your bloodlust without the actual presence of blood. As a bonus action, you can enter the bloodlust without any prerequisites.
You can use this feature a number of times equal to your Charisma modifier(minimum one). You regain all uses of this feature after you finish a long rest.
class features:
Bloodlust
Starting at 1st level, your body and mind are heightened by the scent and taste of blood. As a bonus action, you can drink a vial of blood to enter the bloodlust for 1 minute. You start with 5 vials of blood and can purchase more for 1 gold each by any means determined by the DM. While you are in the bloodlust, you have advantage on all Strength checks and Strength saving throws, you cannot be charmed or frightened until the bloodlust wears off. Additionally, when you enter the bloodlust on your turn, you have advantage on the next weapon attack roll you make. The bloodlust ends early if you are knocked unconscious. You may enter the bloodlust this way a number of times equal to your Proficiency bonus. Once you use this feature that many times, you regain all uses after you finish a long rest.
Whenever you roll a 20 with a melee weapon attack, or reduce a creature to 0 hit points with a melee weapon attack, you automatically enter the bloodlust, except if the creature is a construct, undead, or otherwise incapable of shedding blood. If you are already in bloodlust, your 1 minute duration restarts.
subclass options:
Blood Guardian
The blood guardian stands at the thin line between novelty and barbarism. Clad in blood-covered set of armors, the blood knights hold the ground in order to take the harms from foes and enemies on themselves instead of their allies and comrades.
Bloodthirsty Defender
- Starting at 3rd level, while you are in the bloodlust, other creatures within your range provoke an opportunity attack from you when they attack a target other than you that is within 5 feet of you. You make this opportunity attack before the creature makes an attack.
Masochistic Bloodlust
- Starting at 6th level, whenever a creature you can see damages you while you are in the bloodlust, you can extend the duration of your bloodlust until the end of your next turn.
Resiliant Bloodlust
- Starting at 10th level, while you are in the bloodlust, you gain advantage on saving throws from magic. Also, while you are in the bloodlust and you are damaged by a melee attack, you may use your reaction to decrease the damage dealt to you by 1d10 + your blood knight level.
Bloodthirsty Sentinel
- Starting at 14th level, while you are in the bloodlust, you can use your reaction to make an attack or spell targeted at a friendly creature target you instead if you are within range of the attack or spell.
Savage Knight
The savage knight is an oxymoron, but it nonetheless best defines the blood knights who is frenzied at the slightest touch of blood in the air. Reckless, relentless, and merciless, the blood knights tremble with the joy of slaughter in the battlefield, craving blood and gore to the glory of the entity they serve.
Bloodthirsty Destroyer
- Starting at 3rd level, while you are in the bloodlust, you can make a single melee weapon attack as a bonus action.
Sadistic Bloodlust
- Starting at 6th level, whenever you hit a creature with a melee weapon attack while you are in the bloodlust, you can extend the duration of your bloodlust until the end of your next turn. You cannot use this feature if the creature is a construct, an undead, or otherwise incapable of shedding blood.
Mindless Bloodlust
- Starting at 10th level, while you are in the bloodlust, you have resistance to piercing, bludgeoning, and slashing damage from nonmagical attacks, and you cannot be shoved or knocked prone by creatures less than one size larger than you.
Bloodthirsty Juggernaut
- Starting at 14th level, when you hit a creature with a melee weapon attack while you are in the bloodlust, you can add one additional damage die to the damage roll.
1 | 0 | +2 Bloodlust, Eldritch Power (1 power) |
---|
2 | 300 | +2 Blood for the Blood God! |
3 | 400 | +2 Blood Knight Archetype |
4 | 500 | +2 Ability Score Improvement |
5 | 600 | +3 Extra Attack |
6 | 700 | +3 Blood Knight Archetype feature |
7 | 800 | +3 Bloodthirsty Stride |
8 | 900 | +3 Ability Score Improvement |
9 | 1,000 | +4 Eldritch Power (2 powers) |
10 | 2,000 | +4 Blood Knight Archetype feature |
11 | 3,000 | +4 Blood in the Air (10 ft.) |
12 | 4,000 | +4 Ability Score Improvement |
13 | 5,000 | +5 Bloodthirsty Awakening |
14 | 6,000 | +5 Blood Knight Archetype feature |
15 | 7,000 | +5 Eldritch Resilience |
16 | 8,000 | +5 Ability Score Improvement |
17 | 9,000 | +6 Eldritch Power (3 powers) |
18 | 10,000 | +6 Blood in the Air (30 ft.) |
19 | 11,000 | +6 Ability Score Improvement |
20 | 12,000 | +6 Appetite for Destruction |
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