Blood Knight (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 swings and lodges his axe into the mans shoulder. The man laughs and pierces the orcs chest with his sword, after which he removes the axe and basks in the glory of his kill, as he does the wound on his shoulder heals. The orcs watched in terror as the man tore them apart, ruthlessly and without mercy. An orc commander looks over the battlefield at his fallen warriors, and then looks upon the army marching on his and smiles as the blood at his feet calls to him. The army stares in horror as the commander charges them, slicing through them with ease while ignoring any wounds he sustains. The sun sets as the commander lets out a mighty warcry, both armies have fallen, and he is the lone victor.


Blood is life, blood is death, blood is power. More blood, for more power. Blood for the blood god.


A Blood Knight is a warrior who fights in honor of their god, one that wishes for nothing more than for blood to be spilled. A Blood Knight gains their unique powers through spilling blood in this gods name so that only thee most worthy may ascend to the title of Blood Knight. Blood Knights gain strength as foes fall by their hand, and through doing so can do things like healing sustained wounds, ignoring new wounds, and inflicting more lethal wounds upon their foes.


Quick Build

You can make a blood knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity or Constitution. Second, choose the soldier background. Finally take a martial melee weapon, Splint mail, and explorers pack.

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: Martial melee weapons, simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from the following: Athletics, Acrobatics, Perception, Intimidation, Medicine, Persuasion, Survival

Equipment

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

  • (a) any martial melee weapon or (b) any 2 simple weapons
  • (a) a dungeoneer's back or (b) an explorer's pack
  • (a) Splint mail or (b) Breastplate and 4 daggers

Table: The Blood Knight

Level Proficiency
Bonus
Features
1st +2 Bloodlust, Feel no Pain
2nd +2 Blood for the Blood God!
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 Frightening Might
10th +4 Blood Knight Archetype feature
11th +4 Scent of Blood
12th +4 Ability Score Improvement
13th +5 Bloodthirsty Awakening
14th +5 Blood Knight Archetype feature
15th +5 Monstrous Strength
16th +5 Ability Score Improvement
17th +6 Reborn in Blood
18th +6 Slaughter of Legends
19th +6 Ability Score Improvement
20th +6 Favor of the Blood God

Bloodlust[edit]

Starting at 1st level, your body and mind are heightened by the scent and taste of blood. After slaying a creature you may use your bonus action to drink from the fresh corpse and enter the Bloodlust state for 30 seconds. Additionally you must attempt to damage a creature every round or your Bloodlust will end. While Bloodlusted you gain the following features below.

-Additional 3 damage to attacks

-Temporary hitpoints equal to your Proficiency Bonus

-Disadvantage on ranged attack rolls outside of 15ft

-Advantage on Strength and Constitution saving throws

-Rolling a critical hit with a melee weapon makes the targetted creature roll a Constitution saving throw or be inflicted with Deep Wounds. The affected creature gains disadvantage on melee attacks and takes an additional 2 damage. This does not apply to constructs, undead, or creatures that cannot bleed.

The DC for this saving throw is 8 + PB + STR

While bloodlusted you may use either an action or bonus action to extend your bloodlust, using an action will extend your bloodlust for 30 additional seconds, and using a bonus action will extend your Bloodlust by one additional round. No extra bonuses are gained upon extending your Bloodlust.

Feel no Pain[edit]

At first level, you gain an amount of Feel no Pain charges equal to your proficiency Bonus.

If you are attacked while Bloodlusted you may expend a Feel no Pain charge, if you do, roll 1d6, on a 6 you ignore the damage that was taken, on a 5 the damage is reduced by one third, on a 4 and below the charge is wasted and the attack goes through like normal.

All charges are regains after you successfully finish a long rest.

Blood for the Blood God![edit]

Starting at second level, you may let out a warcry before declaring an attack. Using this feature will deal an additional 1d4 damage, but give you disadvantage on the affected attack roll. Additionally this feature cannot be used on constructs, undead, or creatures that cannot bleed.

The damage dice of this feature increase to a 1d6 at fourth level, 1d8 at eighth level, 1d10 at Twelfth level, 1d12 at sixteenth level, and 2d12 at twentieth level.

You may use this feature a number of times equal to your Blood Knight level and you regain all uses of this feature after you finish a short rest.

Blood Knight Archetype[edit]

Starting at third level, you gain an archetype as you face the bloodshed and carnage of the battlefield. You may choose between the Fanatical Knight, Bloodfrenzied Beast, or Mutilator. All of which are 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 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. You may increase your Strength score above 20, to a max of 23.

Extra Attack[edit]

Beginning at fifth level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bloodthirsty Stride[edit]

Starting at seventh level, when you start your turn while you are Bloodlusted, your movement speed is increased by 10 feet and moving through nonmagical difficult terrain costs you no extra movement.

Frightening Might[edit]

At ninth level, when you are Bloodlusted and attack a creature, that creature must succeed a wisdom saving throw or become frightened. This feature does not affect creatures with an intelligence score of 6 or below.

The DC for this is equal to 8 + PB + STR

Scent of Blood[edit]

At Twelfth level, when a hostile creature is wounded you may move an additional 15 feet towards them, but you must be able to end this movement within 5 feet of them, and you must use your action to attack the targetted creature.

Bloodthirsty Awakening[edit]

Starting at thirteenth level, whenever you are Bloodlusted, you gain proficiency for all saving throws, and your additional damage increases to 5.

Monstrous Strength[edit]

Starting at fifteenth level, Whenever you are Bloodlusted, add your proficiency bonus twice to attack rolls with melee weapons, and you may reroll a damage die roll of 1 or 2, this feature only applies to one damage die, for example if your weapon does 2d6 damage you may only reroll one.

Reborn in Blood[edit]

At seventeenth level, when you fail 3 death saving throws, instead of dying you rise once more at half health, additionally roll 8d6, on any double you deal additional damage equal to the doubles that were rolled, if three sixes are rolled you rise at full health and gain advantage on all attack rolls. Both of these features last for the next two rounds of combat.

You may use this feature once at seventeenth level, and twice at twentieth level, if this feature is used for a second time during one combat you do not roll 8d6, and you gain disadvantage on all saving throws, this lasts until your next successful long rest.

All charges are refreshed after a successful long rest.

Slaughter of Legends[edit]

At eighteenth level, the scale of your slaughters is known throughout the land, you gain proficiency in intimidation and persuasion checks, if you already have proficiency you gain expertise, additionally you may add your strength modifier to both, and you gain advantage on intimidation checks.

Favor of the Blood God[edit]

Starting at twentieth level, your desire for bloodshed and carnage is intense enough to have given you the blood gods blessing, with it you no longer must draw blood to enter your bloodlust, and you gain the additional features below while bloodlusted.

-Double your strength/dexterity modifier for damage rolls

-Second extra attack

-Advantage on Feel no Pain rolls

-Additional 15 feet of movement for Scent of Blood

Fanatical Knight[edit]

The fanatical knight is a blood knight that take their worship of the blood god to the next level by holding intense rituals or sacrificing innocent creatures to spill more blood in their gods name.

Fanatical Warcry

At third level, you no longer gain disadvantage when using your warcry.

Flesh Carve

Starting at sixth level, instead of using your bonus action to enter a Bloodlust, you may carve the blood gods holy symbol into the flesh of the freshly fallen, after doing so you must succeed a DC 15 religion roll, if the roll is successful you and all friendly creatures that you can see gain an additional 10ft of movement, and an additional 1d4 to attack rolls. You may only carve one corpse per turn.

Improved Carve

At tenth level, you may choose one of the following additional effects on each carve:

-Additional +1 to AC

-Additional 10ft of movement

-Advantage on Dexterity or Strength saving throws

Bloody Protection

At fourteenth level, once per turn you may use your reaction when hit to attempt a DC 10 religion check, succeeding decreases incoming damage by 1d10 + PB

Bloodfrenzied Beast[edit]

The Bloodfrenzied Beast is a Blood Knight who fully embraces their Bloodlust, becoming more beast than man when doing so.

Frenzy

Starting at 3rd level, your Bloodlust turns into a Bloodfrenzy, while in your frenzy your physical appearance changed to fit more of that of a traditional demon, as well as this you gain advantage on saving throws against being frightened or charmed.

Frenzied Counter

Starting at 6th level, whenever a creature you can see damages you while you are in your frenzy, you can use your reaction to counterstrike, you have disadvantage on this attack roll.

Blood Gods Hunger

Starting at 10th level, while you are frenzied, you gain the blood gods hunger, while you have this condition you must use your bonus action to feast on the flesh of the fallen, doing so recovers 1d8 + CON health, but if you do not feed, you must attempt a DC 15 constitution saving throw, on a success nothing happens, but on a failure you take 1d12 damage.

Monstrous Form

Starting at 14th level, while you are frenzied, you are counted as a fiend, and your strength and constitution increase by 2 each, additionally your feeding die increases to 2d8 and may add your proficiency bonus to your health gain upon feeding, as well as this the damage you take from failing to feed increases to 2d12 + 10

Mutilator[edit]

A Mutilator is a Blood Knight who takes particular pleasure in mutilating their opponents, doing so more efficiently and brutally.

Expert of Wounds

Starting at 3rd level, the number you must roll to inflict Deep Wounds upon an opponent decreases to 18 and up, additionally creatures you attempt to wound have disadvantage on their saving throws.

Supreme Sadist

starting at 6th level, When you successfully wound a creature, you may use your bonus action to attack again, additionally you must succeed a wisdom saving throw with a DC of 12 or you must target the wounded creature with a -2 to your attack roll until they are slain.

Mutilation Master

At tenth level, Deep Wounds changes to Mutilation, when a creature becomes mutilated they take an additional 1d4 damage from all attacks, and suffer a -4 to ability checks and saving throws, as well as this the Mutilator also suffers a -4 to attack rolls and saving throws if they fail their wisdom saving throw against targetting their victim.

Deepened Wounds

Starting at 14th level, the roll to Mutilate a target decreases to 15 and up, and the Mutilator may use their reaction to inflict an additional 10 damage on a Mutilated target.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into blood knight class, you must meet these prerequisites: Strength 15 and Constitution 13.

Proficiencies. When you multiclass into blood knight class, you gain the following proficiencies: Heavy Armor, Martial Melee Weapons.



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