Blood Knight, Variant (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, striking down their foes with blades doused in 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 expend a hit die to cause additional damage equal to your Constitution modifier + your proficiency bonus.

If you kill a creature with this smite, you regain hit points equal to one roll of your hit die + your Constitution modifier.

Blade of Blood

Starting at 7th level, you gain the ability to use your bonus action to expend a use of your second wind, using your own blood to increase the power of your weapons.

For one minute, you gain a bonus to attack and damage rolls equal to half of your Constitution modifier, you cannot be disarmed of your weapons, and the weapons gain the Thrown property (30/60) if they does not already have it. If thrown or dropped, upon reaching its target the weapon immediately reappears in your hand.

In addition, when you use a weapon to attack a target that is under half its maximum hit points, you make the attack roll with advantage.

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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