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View Full Version : D&D 5e/Next Blood Knight Fighter Archetype



Deviantheart
2016-12-19, 01:14 AM
This archetype is for those that want to be something similar to a vampire, but completely different!

As of right now, this has no flavor text, just the mechanics.

Please feel free to comment, I would love to read them!

Vampiric – When you choose this archetype at 3rd level, you grow a set of vampiric fangs. These can be used as a d6 plus strength modifier piercing weapon attack, but at disadvantage if the target isn't grappled.
You have a blood pool with a maximum number equal to three times your proficiency modifier. This pool is recharged/filled by drinking blood from a living creature. To drink from a creature, they must be grappled and incapacitated, restrained, or charmed(by you). Then, when you make a bite attack, you may instead deal no piercing damage. After the attack, you may use your bonus action to latch onto the target. When you are latched onto the target, when you make the bite attack, you automatically hit and deal 1d4 necrotic damage instead of the piercing damage and gain blood points equal to half the necrotic damage dealt(minimum one, rounded up). You ignore immunity and resistance when dealing the necrotic damage, but creatures without blood are completely immune to the damage.


Blood Heal – In addition when you choose this archetype at 3rd level, you may spend two blood points when you use second wind to automatically gain maximum hit points from the ability. In addition, as a bonus action, you may spend 1 blood point to heal 1d4 hit points. Your body can only regenerate so quickly with this ability, allowing the second ability only to be used a number of times per minute equal to your constitution modifier.

Blood Buff – At 7th level, you may call on the blood to grant you clarity and strength. As an action, you may spend up to your proficiency bonus in blood points, then select one ability score. All skill checks involving that ability score for the next minute adds the amount of blood points you spent to their rolls as bonuses. If this effect is in use and you activate it again, the previous instance of this ability ends.

Visceral Strikes – At 10th level, you may spend 2 blood points to coat your fangs and one weapon you wield in blood. For the rest of the turn, all attacks with these deal additional necrotic damage equal to your proficiency bonus, and they are considered magical for overcoming immunity and resistance.

Bleeding Adrenaline – At 15th level, you may spend 3 blood points to move at supernatural speeds until the end of your next turn. During this time, you may take an additional action(if you take the attack action, you can only make one attack), have an additional 15 feet of movement, and can bite as a bonus action. This effect cannot stack with itself.

Blood Knight's Mastery – At 18th level, your fangs are the stuff of nightmares, and your power grows. Your fangs now deal 1d8 piercing damage, or 1d6 necrotic damage if latched, and are always considered magical. When you use blood heal for second wind, you may heal even if you normally wouldn't be able to, except if you are dead or incapacitated. When you use blood buff, you may instead add what you spent to the ability score itself for that minute.