Blood Knight Martial Archetype For The Fighter Class

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Blood Knight Martial Archetype

Rites
Martial Archetypes The rites are presented in alphabetical order.
Different fighters choose different approaches to perfecting Bloodlust. As an action, you send a creature you can see
their fighting prowess. The martial archetype you choose within 30 feet of you into a momentary frenzy. It can make a
reflects your approach. Wisdom saving throw. On a failure, or if it decides not to
make the saving throw, it must use its reaction to attack a
Blood Knight creature of its choice it can see within 5 feet of it. If it cannot
make the attack, this rite has no effect.
For good or for evil, blood knights seek power at dangerous Break Concentration. Immediately after hitting a creature
costs. They use dark arts to enhance their abilities, even at with an attack, you can induce a brief, disturbing vision that
the cost of their own life force. immediately breaks its concentration on a spell or similar
Quick Build ability.
First, make Constitution your highest ability score. Then Gravity Warp. As an action, you can increase the effect of
choose either Strength or Dexterity, depending on whether gravity on a creature you can see within 30 feet for one round.
you want to focus on melee or ranged combat. Finally, make For the next round, the creature takes double damage from
Wisdom your third highest ability score. falls, has its walking speed halved, if it is flying must use all of
its flying speed to move straight down. This effect requires
Blood Rites
concentration, as if you were casting a spell.
When you choose this archetype at 3rd level, you gain the Mire. As an action, you can change the terrain of a 30 foot
ability to sacrifice your own hit points to gain tactical radius area you can see within 30 feet of you into a thick
advantages. swamp for one minute, making it difficult terrain. The effect
Rites. You learn two rites of your choice, which are requires concentration, as if you were casting a spell.
detailed under "Rites" below. You learn an additional rite at Nightmarish Image. As an action, you can cause a
7th, 10th, 15th, and 18th levels. Each time you learn a new creature within 30 feet of you to see you as a terrifying
rite, you can also replace one rite you know with a different monstrosity. It makes a Wisdom saving throw. On a failure, it
one. becomes frightened of you until the end of its next turn.
Casting Rites. Whenever you use this feature, choose No Escape. As an action, you magically pull a creature
which rite to use and lose hit points equal to your total within 30 feet of you towards you. If the creature's size is
character level. This loss of hit points cannot be prevented. Large or smaller, it makes a Strength saving throw. On a
These rites require verbal and somatic components, but can failure, it is pulled up to 30 feet towards you.
be gesticulated while holding a weapon and / or a shield. Seeking Strike. As a bonus action, gain advantage on your
Saving Throws. Some of your rites require saving your next weapon attack this turn.
target to make a saving throw to resist the rite's effects. The Shadow Screen. You can use your reaction to shroud a 30
saving throw DC is calculated as follows: foot radius area centered on yourself in magical darkness
until the end of the turn.
8+ Spectral Weapon. As a bonus action, you summon a
+ W floating melee weapon of your choice at a point up to 30 feet
away, which disappears at the end of your turn. For any
Forbidden Knowledge number of your attacks this turn, you may remotely attack
Starting at 7th level, you are knowledgable about the occult. with this weapon instead.
You gain advantage on Intelligence checks to recall Transfusion. As an action, you touch another creature and
information about cults, cursed artifacts, and forbidden it regains hit points equal to your fighter level + your Wisdom
knowledge. modifier.
Blood Frenzy
Starting at 10th level, you can spend 1d4 hit point while
making an attack to deal an extra 1d4 necrotic damage if the
attack hits.
Murderous Look
At 15th level, you gain proficiency in Charisma (Intimidation).
Death's Door
Starting at 18th level, if you reduce your hit points to 0 while
using a blood rite or blood frenzy, you can immediately gain
hit points equal to your fighter level + your Constitution
modifier. Once you use this feature, you cannot use it again
until you finish a long rest.

PART 1 | CLASSES 1
Blood Knight
A Martial Archetype for the Fighter Class of the Fifth Edition of the
World's Greatest Roleplaying Game
Version 1.0.0

Xavier Lebec
Styled with The Homebrewery

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission

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under the Community Content Agreement for Dungeon Masters Guild.

All other original writing in this work is copyright 2017 by Xavier Lebec and published under the Community Content Agreement
for Dungeon Masters Guild.

2 PART 1 | CLASSES

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