Mastery of the Blood Knight | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mastery of the Blood Knight

Blood Knight's mix the mastery of combat with manipulation of blood to defend themselves and their allies. Masters of sustaining themselves on the battlefield they use the very blood of their enemies to sustain their own life.    

Sanguine Bond

Beginning when you choose this archetype at 3rd level, your body becomes able to sustain itself off the blood of your enemies. Whenever you are below half of your total hit points and successfully land an attack on an opponent you regenerate 1d4 hit points, on a critical success you double the die. This feature only works on creatures that have blood.    

Blood Potency

Starting at 7th level, whenever you would fail a Strength, Dexterity, or Constitution saving throw you may take 1d6 damage to add half the damage taken to the result rounded down (Minimum of 1). You can do this a number of times equal to your Constitution modifier. You regain all uses of Blood Potency when you finish a Long Rest. At 11th level the Blood Potency die changes to a 1d8. At 15th level the Blood Potency die changes to 1d10.    

Blood Shield

At 10th level, you have learned to use your own blood to protect your allies. As a reaction you can roll one of your hit die and add half of the result rounded down (minimum of one) to an ally's AC or Saving Throw within 10ft.    

Enhanced Sanguine Bond

Starting at 15th level, your knowledge of the Sanguine Bond becomes more potent. Whenever you would regain health points from Sanguine Bond you now add your Constitution modifier to the result.    

Sanguine Strike

At 18th level, you have learned to use your blood to enhance your strikes. Whenever you make a successful attack you can roll any number of hit die. You lose hit points equal to the result of the die rolls. The target takes half the amount of damage rolled rounded down (minimum of 1).


Created by

Lord Mcberry.

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