Blood Knight, Variant (5e Class)
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The Blood Knight[edit]
A human stands, clad in a set of blood-rusted plates, as four orcs surround him, grunting, ready to charge. The first orc lets 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 bodies stumbling upon the earth as the human shook 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 reserve 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 a bargain in the first place, but the power bestowed upon them is 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 civilizations, those in need of urgent help would not hesitate for assistance from shady men and women clad in blood-rusted armors.
- Quick Build
You can make a blood knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Constitution is always a good ability score too. Second, choose the soldier background.
Class Features
As a blood knight you gain the following class features.
- Hit Points
Hit Dice: 1d12 per blood knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per blood knight level after 1st
- Proficiencies
Armor: All armors
Weapons: Simple weapons, glaives, greatswords, halberds, lances, longswords, mauls, pikes
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose five from the following: Athletics, History, Insight, Intimidation, Medicine, Persuasion, Performance, Deception
- 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
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Bloodlust, Blood Lord, Eldritch Power (2 power) |
2nd | +2 | Blood for the Blood God!, Bloodthirst Sword, Fighting Style |
3rd | +2 | Blood Knight Archetype |
4th | +2 | Ability Score Improvement, BloodArmor |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement,Blood Knight Archetype feature |
7th | +3 | Bloodthirsty Stride |
8th | +3 | Ability Score Improvement |
9th | +4 | Eldritch Power (4 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 | Ability Score Improvement,Blood Knight Archetype feature |
15th | +5 | Eldritch Resilience |
16th | +5 | Ability Score Improvement |
17th | +6 | Eldritch Power (6 powers) |
18th | +6 | Blood in the Air (30 ft.) |
19th | +6 | Ability Score Improvement |
20th | +6 | Appetite for Destruction |
Bloodlust[edit]
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 and can add you chrisma to the roll, 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 first 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.
Blood Lord[edit]
Starting at 1st level, in Reaction, you control the blood that flows from a creature's body within a radius of 60 feet. For example, if your friend deals 10 damage to a creature, you control it for 10 BloodPoints. At the start of your turn, you must use your Reaction to preserve BloodPoint. If you do not use your Reaction to Maintain BloodPoint and you will lose control and become unable to control it again If there is a creature with the ability To control the blood is the same as you. If there is a struggle for control, you will have the advantage in any case.
- ฺBloodAura
in Bonus Action, you can use your BloodPoints to boost your melee attacks. The additional damage will be 1/3 of BloodPoint.
- BloodShield
in Bonus Action, you can use your BloodPoints to create a blood shield to block damage. The damage you can block will be 1/3 of BloodPoint.
- BloodDrinker
in Bonus Action, you can use your BloodPoint to regain your hit points. You regain hit points equal 1/3 of your BloodPoint.
- Blood of Creation
in Actions, you can use your BloodPoints to create unlimited things, whether it be weapons or lock picks. How much BloodPoint each uses is up to the DM's discretion. Crafting things doesn't require Roll a Check to create.
- BloodPower
Either way, if your health is full But you can still regain your hit points. Any extra health becomes temporary hit points.
Eldritch Power[edit]
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 three 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)+ your blood knight level.
- 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![edit]
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.
Bloodthirst Sword[edit]
Starting at 2nd level, in Action you can summon and choose form a longsword, greatsword for Bloodthirst Sword you are proficient with it while you wield it This weapon only lasts for 1 minute
- Unholy Sword
This weapon deals necrotic damage and it can't regain hit points until the end of your next turn.
- Bloodthirst
If a creature is hit by this weapon, it deals damage. The wearer of this weapon will get hit points back based on the damage dealt.
- Bloodlust
If this weapon deals damage to a creature that is not at full health, Deals an additional 1d6 damage.
- Blood Costs
After stopping use The user needs to roll Charisma Saving Throws. If successful, the user will be normal. If they fail, the user will go berserk. To kill everything in sight But it will escape knowing that if it cannot fight This status lasts for 1 day. Dc = 10 + Round you use this weapon. Blood Costs can be cured by a calm emotions spell, or any other effect which suppresses or removes the charmed condition.
Fighting Style[edit]
Starting at level 1, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blood Knight Archetype[edit]
Starting at 3rd level, you choose an archetype that you face the bloodshed and carnage of the battlefield. choose either the Blood Guardian the Savage Knight or Blood Servant, 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[edit]
When you reach 4th level, and again at 6th, 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.
BloodArmor[edit]
Beginning at 4th level, When you Bloodlust you can combine your blood control skills with your armor and doing so will grant you the following benefits :
- Magic Resistance.
You have advantage on saving throws against spells and AOE effect.
- Armor of Blood.
You will gain Bonus+2 to AC.
- Protection from blood
You will never get Surprise, and if you are still in BloodArmor you will not get Advantage from anything that is done to you.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bloodthirsty Stride[edit]
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[edit]
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[edit]
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[edit]
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[edit]
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.
Blood Guardian[edit]
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[edit]
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, 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.
Blood Servant[edit]
The Blood Servant are creatures made from the blood of hundreds of creatures. They are loyal, fearless, ruthless, and merciless. They are killing machines that strictly follow the orders of their masters. Their only desire is to serve you.
- Faithful servant
Starting at 3rd level, in Action You will be able to create faithful servants by creating a large ball of blood and inside the ball your servants are being born. It will appear on the next turn The servants you create will be able to bleed according to the table below. The creature you create will last forever until you die or deactivate The maximum number of servants you can control is calculated according to the Proficiency bonus equal to your Charisma modifier.
- 30 Blood Point
- 100 Blood Point
- 300 Blood Point
As an action, you can keep servants inside you and if you Long Rest them, they will receive the benefit as well.
- Create Servants
Starting at 6th level, If you kill creatures and drink their blood You will get knowledge of its anatomy. And you will be able to create them. The Blood Points calculation for crafting is based on the DM's discretion. The minimum Blood Points required to craft them is Cr1 per 100 Blood Points the creatures you create will remain as faithful servants for the rest of your life.
- Creator of Blood
Starting at 10th level, You can create any creature you want. You don't need to know it before. You can freely craft and assign abilities to creatures using Blood Points in exchange. The minimum Blood Points required to craft them is at the DM's discretion. The minimum Blood Points required to craft them is Cr1 per. 100 Blood Points the creatures you create will remain as faithful servants for the rest of your life.
- Emperor of Blood
Starting at 14th level, The amount of Blood Points required to create every creature will be reduced to 1/3, and the limit to control your servants will no longer exist.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into blood knight class, you must meet these prerequisites: Strength 13 and Charisma 13.
Proficiencies. When you multiclass into blood knight class, you gain the following proficiencies: light armor, medium armor, and simple melee weapons.
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