Bloodknight Profession in Swords, Magic and Lies | World Anvil
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Bloodknight

At dawn, the tired knight reaches finally his destination, the den of the monster he's been hunting the last two weeks. While exhausted, his desire to finally slay his prey wins easily. He uses a blood spell to strengthen himself, walks into the cavern and loudly calls for all evil to come forth. Out of the dark a monster jumps at him, trying to kill him with one blow. The knight dashes to side, leaving a red spark behind, aims, strikes and slices the head of the beast of with one fast swing. With a grim smirk on his face he steps towards the carcass, kneels down and starts drinking his enemies blood. For a moment his eyes glow red.

The Instinct to hunt

  While every hero wants to kill the monster for fame and fortune, or even to rid the world of evil, a bloodknight longs with every muscle in his body after the beasts demise. He will not stop until all monstrosities are disintegrated into dust and even then, he will continue his search for the next monster.
He will stop at nothing, risking his own life over and over again, being driven by a blood lust not known to normal men. With every kill his thirst grows, making him even deadlier.

His chosen weapon

  While the knowledge of monsters and demons may be one of his biggest tools, he would be nothing without his weapon. When he becomes a master of his order, having trained with all weapons, he chooses a weapon to become part of his destiny.
His weapon of choice now feels like a part of his body, being as bloodthirsty as he is, if not more. It supports his hunt and shares his desire for blood.

A solitary life

  While a bloodknight on the hunt is in his element, he's almost lost at dealing with other people. He can't quite understand why not all men just get up and set out to kill a beast. Not caring about mundane things like paying taxes or surviving the winter can make him quite unpopular with his peers.The knights learned a long time ago, that it's better to not talk about the longing for blood and the never ending hunt. Most humans just can't comprehend it, mostly reacting disparaging, while some even feel threaten. So he keeps to himself, only dealing with men when it's necessary.

The Bloodknights Table


LevelProficiency BonusFeaturesBlood
1+2Monsters, 3 Basic Tier 1 Spells, 1 Basic Tier 2 Spell23
2+2Chosen Weapon, 1 Basic Tier 1 Spell27
3+2The Bloodlust grows31
4+2Ability Score Improvement, 1 Basic Tier 1 Spell35
5+3The Hunt40
6+3Bloodstrength, 1 Basic Tier 1 Spell45
7+3Blood of the Past, 1 Advanced Tier 1 Spell51
8+3Ability Score Improvement, 1 Basic Tier 2 Spell56
9+4Strange Metabolism, 1 Basic Advanced Tier 2 Spell62

Class Features

Hit points

Hit dice: 1d12
Hit points at first level: 1d12 + Con Modifier + 7
Hit points at higher levels: 1d12 + Con modifier per level + 7

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, simple ranged weapons, martial weapons, martial ranged weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Monsters, Investigation, two of Arcana, Perception, Survival or Nature

Equipment

You start with the following equipment:
  • Hide Armor(a), Scale Mail(b) or Chain Shirt(c)
  • one Martial Weapon & one Martial Ranged Weapon
  • Explorer's Pack
  • 10 Gold

Monsters

At Level 1, you gain the class exclusive Monsters skill and a proficiency in it.
You know more about the Monsters of Tal'Lyra than the normal adventurer. You can identify them and their tracks, spot their weaknesses and recognize their strengths.
Beasts, feys, demons, elementals, dragons and undead all count as Monsters for this skill.

Bloodmagic

To cast your spells, you need to use some of your collected blood. Blood does not regenerate normally, you can only gain some after drinking the blood of slain monsters. The amount you get depends on the size of the monster and the danger it posed to you. Also drinking from the fountain of blood in the sanctuary of your order fills up you blood.

Spell Upgrade

All bloodmagic spells come in 4 tiers. If you gain a spell, it's always Tier 1. You can gain upgrades by helping the masters of your order or achieving special monster kills. If you accomplish a great monster kill or pull off an exceptional feat, you can obtain a special fourth Tier of a spell.
If you upgraded a spell two or more times, you must choose two versions of it to use. You can change this choice every time you visit your sanctuary.

Chosen Weapons

After having trained in the use of all weapons for four years, you can choose a weapon type to become your Chosen Weapon. At level 2 you gain a +2 bonus to hit with the chosen weapon and a +1d6 damage bonus for your critical hits with that weapon type.
You can choose one of: one handed sword, two handed sword, spear, bow, crossbow, greataxe, mace or warhammer.
At level 7 you also deal a critical strike with rolling a 19 and your critical damage bonus increases to 1d6+3.
At level 14 you additionally gain +1d6 damage increase to all hits against monsters with your weapon.

The Bloodlust grows

After having slain your first monsters, your inner desire for blood grows stronger. You body longs after more blood, but at the same time can last longer on the juice of a slain monster
You get +1 blood for every monsters blood you trink.
At level 10 the blood bonus increases to +3.

The Hunt

You now smell your enemies from father away and you have an easier time following their tracks. Also while hunting you are unaffected by things like hunger or weariness.
At level 5 you gain a +2 bonus to Investigation and Perception while tracking a monster.
At level 15 this bonus increases to +4.

Bloodstrength

The blood of your enemies flows through you and reinforces you, making you more durable to shoves and being knocked down.
At level 6 you gain +1 to all Strength based saving throws.
At level 16 this bonus increases to +2.

Blood of the Past

You gain the supernatural ability for perceiving the secrets surrounding grim relics and places touched by evil. Whenever you make a history check to recall information about the dark history of an object near you or your location, you gain advantage on the check.
A suitable object and a high roll may even cause a bloody vision of the past.

Strange Metabolism

Upon reaching level 9, the blood you've drunken till now strengthens your metabolism enough to gain a permanent resistance to one damage type. You can choose to become resistant to poison, ice, fire or psychic damage. At level 17 this increases to an immunity.

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