Blood Knight

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The Blood Knight

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, burting 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 treacheous 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.

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Quick Build

You can make a blood knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the outsider background.
Class Features

As a blood knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per blood knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per blood knight level after 1st

Proficiencies

Armor: All armors
Weapons: Simple Weapons, glaives, greatswords, halberds, mauls, pikes
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from the following: Athletics, History, Insight, Intimidation, Medicine, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a glaive, (b) a greatsword, (c) a maul, or (d) a pike
  • (a) a dungeoneer's back or (b) an explorer's pack
  • A chain mail, two javelins, and four vials of blood
Lvl Proficiency Bonus Features
1st +2 Bloodlust, Eldritch Power (1 power)
2nd +2 Blood for the Blood
3rd +2 Blood Knight Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Blood Knight Archetype feature
7th +3 Bloodthirsty Stride
8th +3 Ability Score Improvement
9th +4 Eldritch Power (2 powers)
10th +4 Blood Knight Archetype feature
11th +4 Blood in the Air (10 ft.)
12th +4 Ability Score Improvement
13th +5 Bloodthirsty Awakening
14th +5 Blood Knight Archetype feature
15th +5 Eldritch Resilience
16th +5 Ability Score Improvement
17th +6 Eldritch Power (3 powers)
18th +6 Blood in the Air (30 ft.)
19th +6 Ability Score Improvement
20th +6 Appetite for Destruction
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Bloodlust

Starting at 1st level, your body and mind are hypered by the scent and taste of blood. As a bonus action, you can drink a small portion of blood from a vial to enter the bloodlust until the end of your next turn. While you are in the bloodlust, you have advantage on all Strength checks and Strength saving throws. Additionally, when you enter the bloodlust on your turn, you have advantage on the next attack roll you make in the same turn. The bloodlust ends early if you are knocked unconscious.

Whenever you roll a 20 on the attack roll 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, an undead, or otherwise incapable of shedding blood.

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 Armor Class is decreased equal to your Charisma modifier until the end of your next turn (a minimum of 1).

Eldritch Noose

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 strangle it. The target must succeed a Dexterity saving throw or is strangled by the noose. While the target is strangled, it cannot speak or concentrate on a spell, and its movement is limited by 30 feet from you.

On its turn, the target can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check to break free of the noose. The target is automatically freed from the noose when you move more than 30 feet away from the target. You can maintain only one noose at a time, and you can dismiss the noose as a bonus action.

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 speed is halved, and its movement is limited by 10 feet from you.

On its turn, the target can use an 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 10 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).

Talk to the Blood

You gain proficiency in the Intimidiation 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 to the Dexterity saving throws against effects that you can see (with a minimum of +1). You cannot gain benefit from this feature if you are blinded or deafened.

Withering Aura

While you are in the bloodlust, whenever a hostile creatue starts its turn within 10 feet from you, it must succeed on a Constitution saving throw or take necrotic damage equal twice your Charisma modifier (a minimum of 2). This feature has no effect on constructs and undeads.

Blood for the Blood

Starting at 2nd level, you have a pool of sinister power bestowed upon you by the entity you serve, which replenishes when you take a long rest. With that pool, you can channel through your melee weapons cause more carnage than usual upon hit, equal to your blood knight level × 3.

Whenever you hit a creature with a melee weapon attack, you can draw power from the pool to add a number of damage to the attack, up to half your blood knight level plus your Charisma modifier (a minimum of 1). The added damage if 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 otherwise incapable of shedding blood.
Whenever you enter the bloodlust, the pool is automatically replenished by half your blood knight level (rounded up).

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

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bloodthristy Stride

Starting at 7th level, when you start your turn while you are in the bloodlust, your walking speed is increased by 10 feet for that turn.

Blood in the Air

Starting at 11th level, whenever you enter the bloodlust, you can choose a number of friendly creatures within 10 feet of you up to your Charisma modifier (a minimum of one creature). Until the start of your next turn, the chosen creature gains a +2 bonus to Strength checks, Strength saving throws, and attack rolls with a melee weapon.

At 18th level, the range of this feature increases to 30 feet.

Bloodthirsty Awakening

Starting at 13th level, whenever you enter the bloodlust, you can end one effect on yourself that is causing you to be charmed or frightened.

Eldritch Resilience

Starting at 15th level, as long as you are not incapacitated, you gain bonus to your Strength and Constitution saving throws equal to your Charisma modifier (a minimum of +1).

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 time equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Blood Knight Archetypes

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 hit you 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.

Painkilling Bloodlust

Starting at 10th level, while you are in the bloodlust, you have resistance to bludgeoning, piercing, and slashing damage, and you cannot be shoved or knocked prone by creatures no more than one size larger than you.

Bloodthirsty Sentinel

Starting at 14th level, while you are in the bloodlust, you can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

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 immunity to psychic damage, and you cannot be charmed or frightened. If you are charmed or frightened when you enter the bloodlust, the effect is suspended for the duration of the bloodlust.

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.

Multiclassing

Prerequisites. To qualify for multiclassing into blood knight, you must meet these prerequisites: Strength 13 and Charisma 13.
Proficiencies. When you multiclass into blood knight, you gain the following proficiencies: Light armor medium armor, simple weapons.

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