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# Blood Magic ##### The Dark Art
## The Crimson Knight Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut in purus nec purus lobortis lacinia. Aliquam erat volutpat. Aenean quis hendrerit nulla. Pellentesque pretium porta nulla, at vehicula risus dignissim eget. In eleifend nisl ac leo lacinia, pretium posuere tortor interdum. Maecenas tincidunt sit amet tortor vitae egestas. Phasellus sodales volutpat pretium. Nullam sodales ac mauris sed bibendum. Suspendisse fermentum et massa et viverra. ### Stolen Power Maecenas tempor mollis arcu. Aenean pharetra, libero in gravida ornare, purus elit sodales dolor, nec rhoncus ex magna quis urna. Duis sit amet nisi vel risus sodales iaculis. Morbi augue est, venenatis eu rhoncus ut, rhoncus eu elit. Nulla aliquet lorem ut metus varius vehicula. Mauris ornare metus quis neque pellentesque interdum. Fusce vehicula ut lorem non ultrices. Aliquam dolor mi, scelerisque non lectus at, efficitur semper mi. Maecenas lacinia lacus lectus, id luctus dui iaculis vitae. Vestibulum ante ligula, placerat eget augue suscipit, porttitor molestie nibh. In tempus volutpat odio, ac rutrum eros condimentum aliquam. Aenean pulvinar, justo sit amet tempor iaculis, libero neque posuere urna, et consectetur libero arcu sed nulla. Donec sit amet consectetur neque. Nam commodo bibendum posuere. Suspendisse id nisl egestas, faucibus nibh sit amet, hendrerit neque. Pellentesque in molestie diam. Vivamus scelerisque ligula nisl, id imperdiet quam ultricies non. ### Of Metal and Blood Sed auctor lobortis diam, vitae placerat enim semper nec. Nulla tortor tortor, cursus non velit vel, sagittis congue dolor. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi ac tellus feugiat, vestibulum enim ac, scelerisque urna. Fusce eget magna vitae quam vestibulum accumsan sit amet ut quam. Curabitur suscipit est et magna maximus eleifend. Praesent vehicula dignissim nulla id aliquam. Fusce non elit congue ligula bibendum ultrices et vel felis. In posuere elementum leo nec interdum. Quisque sed eros auctor, semper enim quis, hendrerit risus. Fusce diam massa, finibus vel sodales sed, mollis nec ipsum. Nam et est sed sapien efficitur volutpat quis at lacus. Vivamus viverra dolor enim, id vulputate libero vulputate eu. Vestibulum a laoreet purus. Sed ac luctus risus, non fringilla tortor. Cras vitae elit ac neque vulputate ultricies ut id tortor. Nam hendrerit massa eget lorem convallis, blandit efficitur eros lacinia. Vivamus pulvinar laoreet accumsan. Integer ligula est, consectetur id laoreet vel, efficitur vitae erat. \pagebreakNum
##### Crimson Knight | Level | Proficiency Bonus | Features | Hemocraft Die | Hemalurgic Patterns | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hemalurgic Rite, Hemalurgy | 1d4 | 1 | ─ | ─ | ─ | | 2nd | +2 | Blood Magic, Fighting Style | 1d4 | 1 | 2 | 1 | 1st | | 3rd | +2 | Crimson Seal | 1d4 | 1 | 3 | 2 | 1st | | 4th | +2 | Ability Score Improvement | 1d4 | 1 | 3 | 2 | 1st | | 5th | +3 | Extra Attack | 1d6 | 1 | 4 | 2 | 2nd | | 6th | +3 | Sanguine Spellsmith | 1d6 | 2 | 4 | 2 | 2nd | | 7th | +3 | Hemalurgic Rite Feature | 1d6 | 2 | 5 | 2 | 2nd | | 8th | +3 | Ability Score Improvement | 1d6 | 2 | 5 | 2 | 2nd | | 9th | +4 | ─ | 1d6 | 2 | 6 | 2 | 3rd | | 10th | +4 | Blood Sense | 1d6 | 3 | 6 | 2 | 3rd | | 11th | +4 | Hemalurgic Rite Feature | 1d8 | 3 | 7 | 2 | 3rd | | 12th | +4 | Ability Score Improvement | 1d8 | 3 | 7 | 2 | 3rd | | 13th | +5 | ─ | 1d8 | 3 | 8 | 2 | 4th | | 14th | +5 | Visceral Resilience | 1d8 | 4 | 8 | 2 | 4th | | 15th | +5 | Hemalurgic Rite Feature | 1d8 | 4 | 9 | 2 | 4th | | 16th | +5 | Ability Score Improvement | 1d8 | 4 | 9 | 2 | 4th | | 17th | +6 | ─ | 1d10| 4 | 10 | 2 | 5th | | 18th | +6 | Superior Blood Sense | 1d10| 5 | 10 | 2 | 5th | | 19th | +6 | Ability Score Improvement | 1d10| 5 | 11 | 2 | 5th | | 20th | +6 | Hemalurgic Mastery | 1d10| 5 | 11 | 2 | 5th |
### Creating a Crimson Knight Integer efficitur neque risus, nec commodo augue imperdiet ac. Donec dignissim leo sed augue placerat bibendum. Nam pretium orci vitae nibh sollicitudin fringilla. Sed vitae molestie arcu. Duis leo est, dictum sit amet venenatis non, dapibus scelerisque dolor. Fusce quis condimentum nisl. Nulla eu orci maximus, viverra ante a, vestibulum ipsum. In id elementum arcu. In laoreet pretium sollicitudin. Fusce diam nisl, congue at libero a, elementum elementum ex. ### Quick Build You can make a crimson knight quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery (or finesse weapons); followed by Intelligence if you plan to focus on spellcasting, or Constitution if you plan to focus on combat. Second, choose the soldier background. \columnbreak ## Class Features #### Hit Points ____ * **Hit Dice:** 1d10 per crimson knight level * **Hit Points at First Level:** 10 + your Constitution modifier. * **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per crimson knight level after 1st. #### Proficiencies ____ * **Armor:** Light armor, medium armor, shields * **Weapons:** Simple Weapons, martial weapons * **Tools:** Smith's Tools ____ * **Saving Throws:** Constitution, Intelligence * **Skills:** Choose two skills from Arcana, Athletics, History, Intimidation, Medicine, Investigation, Religion, or Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* scale mail or *(b)* studded leather armor * *(a)* a martial weapon and a shield or *(b)* two martial weapons * *(a)* a longbow and a quiver of 20 arrows or *(b)* two handaxes * *(a)* a priest’s pack or *(b)* an explorer’s pack \pagebreakNum ### Hemalurgic Rite At 1st level, you have been subjected to an irreversible foul ritual called a Hemalurgic Rite that forever changes your essence. Choose one of the following options: Rite of the Mage Slayer, Rite of the Blood Warrior, or Rite of the Sanguine Seer. Your choice grants you features at 1st level and again at 7th, 11th, and 15th level. ### Hemalurgy Hemalurgy is an ancient form of blood magic that involves the anointing of a weapon with the Knight's blood to gain eldritch abilities. #### Hemalurgic Weapon At 1st level, you gain the ability to infuse a weapon with blood magic. At the end of a long rest, you can touch one weapon. Until the end of your next long rest or until you die, the weapon becomes a magic item if it was not already, and deals additional necrotic damage equal to a roll of your Hemocraft die, as shown in the Hemocraft Die column of the Crimson Knight table. If you have the Seal of Swords feature, this benefit extends to every blood weapon you create with that feature. Once you use this feature, you can’t use it again until you finish a long rest. #### Patterns Known When you gain this feature at 1st level, you learn to craft certain arcane sigils into your Hemalurgic weapon through which to channel your blood magic and gain abiding magical abilities. You gain one hemalurgic pattern of your choice, detailed in the “Hemalurgic Patterns” section at the end of the class description. You learn additional patterns of your choice when you reach certain levels in this class, as shown in the Patterns Known column of the Crimson Knight table. Whenever you gain a level in this class, you can replace one of the hemalurgic patterns you learned with a new one. #### Activating a Pattern Each Hemalurgic Pattern has a passive and active ability. You always gain the passive benefit of a pattern as long as you are within 30 feet of your Hemalurgic Weapon. You can choose to activate a pattern by sacrificing a number of hit points equal to one roll of your hemocraft die. \columnbreak ### Blood Magic Your arcane research into the artistry of this school of blood magic has given you facility with spells. See Chapter 10 of the *Player's Handbook* for the general rules of spellcasting and the the end of this document for the crimson knight spell list. #### Spell Slots The Crimson Knight table shows how many spell slots you have to cast your crimson knight spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your crimson knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. #### Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from the crimson knight spell list. The Spells Known column of the Crimson Knight table shows when you learn more crimson knight spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new crimson knight spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the crimson knight spells you know and replace it with another spell from the crimson knight spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Intelligence is your spellcasting ability for your crimson knight spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a crimson knight spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your crimson knight spells. \pagebreakNum ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. ##### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Crimson Seal At 3rd level, you forge a seal of blood magic that grants you eldritch power. You gain one of the following features of your choice. #### Seal of Aegis You can use your action to create an aegis of blood magic to protect yourself. While your aegis is active, you gain the following benefits: - Your AC equals 13 + your Intelligence modifier. - If you make a saving throw in which you lack proficiency, you can add half your proficiency bonus, rounded down, to the roll. - When you are hit by an attack, you can use your reaction to flair your aegis gain a +2 bonus to your AC against that attack. ___ Your aegis disappears if you dismiss it (no action required), or if you die. #### Seal of Smite Once per turn when you hit a creature with a weapon attack, you can expend one crimson knight spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. Additionally, if the target is a creature, it is poisoned until the beginning of its next turn. \columnbreak #### Seal of Swords You can use your action to create a blood weapon formed from a bloody ichor in your empty hand. You can choose the form that this weapon takes each time you create it (see chapter 5 of the *Player's Handbook* for weapon options). Additionally, you have the option to manifest your blood weapon as as two separate melee weapons with the light property. You are proficient with your blood weapon while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with it, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, the weapon can deal necrotic damage instead of its normal damage type. If your blood weapon has the thrown property, you can choose to have it instantly reappear in your hand immediately after it hits or misses your target, no action required. Your blood weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you fall unconscious. ___ You can transform one magic weapon into your blood weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then transform the weapon into a bloody ichor and absorb it into yourself. You can then manifest it whenever you create your blood weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your blood weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is ichor when the bond breaks. ### Ability Score Improvement 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. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Sanguine Spellsmith Starting at 6th level, you can forge a sigil into your Hemalurgic Weapon to channel your magic. You can use your Hemalurgic Weapon as a spellcasting focus for your crimson knight spells. \pagebreakNum ### Blood Sense At 10th level, you have the ability to sense the blood pumping through the veins of the living. As an action, you can open your awareness to detect the life force of creatures around you. Until the end of your next turn, you know the location of all creatures within 60 feet of you. Constructs and undead are immune to this feature. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses. ### Visceral Resilience At 14th level, whenever you must make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). ### Superior Blood Sense At 18th level, provided you are not incapacitated, you are aware of the location of any hidden or invisible creature within 10 feet of you and your inability to see such a creature doesn’t impose disadvantage on your attack rolls against it. Constructs and undead are immune to this feature. ### Hemalurgic Mastery At 20th level, your body has been twisted by your blood magic to make you practically inhuman. You gain the following benefits: - You are immune to necrotic and poison damage. - You have resistance to nonmagical bludgeoning, piercing, and slashing damage. - Whenever you finish a short rest, you regain half of your crimson knight hit dice. ## Hemalurgic Rites Hemalurgy is an ancient occult practice of blood magic, and the knowledge of the ritual granting its access is a well guarded and forbidden secret. The study of the occult lore to discover the Hemalurgic Rite and the ritual itself grant you greater facility of a particular aspect of the dark art. ### Rite of the Mage Slayer You studied the practice of hunting down and binding wielders of magic to steal their power for your own. A Mage Slayer has an insatiable thirst for hidden arcane secrets. They steal the knowledge of spells from the magic users they kill and learn to tap into their life essence to fuel their magic. Trained in these grim techniques, there is no greater foe to spellcasters than a Mage Slayer. \columnbreak #### Pattern of Spellcraft At 1st level, you learn the Pattern of Spellcraft hemalurgic pattern, detailed below.
___ You have advantage on all Intelligence (Arcana) checks. ___
***Spelltheif.*** As a reaction, you can activate this pattern when you kill a creature that you saw cast a spell within the last minute. When you do so, you can capture the knowledge of the spell you saw the creature cast and replace one of the crimson knight spells you know of your choice with the captured spell. The captured spell must be of a level no higher that what's shown in the Slot Level column of the Crimson knight table for your level. The spell becomes a crimson knight spell for you. #### Master of Spells At 1st level, your study in killing practitioners of magic has granted you additional arcane ability. You gain the following benefits: **Cantrips.** You learn two cantrips of your choice from the warlock spell list. They count as crimson knight spells for you, and Intelligence is your spellcasting ability for them. You learn an additional warlock cantrip of your choice at 10th level. **Ritual Caster.** You can cast a crimson knight spell as a ritual if that spell has the ritual tag and you know the spell. #### Mage Binder At 7th level, you gain the ability to thwart someone else’s magic. When you see a creature within 30 feet of you attempt to teleport or leave their current plane via ability, spell, or portal, you can use your reaction to try to magically bind it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its teleport or plane shift fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Vitae Arcanum Starting at 11th level, your study of occult magic has granted you the ability to channel your life essence to cast spells. This essence is represented by Hit Dice you choose to spend using this feature. Whenever you finish a long rest, you regain all of your crimson knight Hit Dice instead of only half. You can use your crimson knight Hit Dice to fuel your spells. You can cast a spell you know by spending a number of crimson knight Hit Dice equal to the spell’s level. You cast the spell at its lowest level. #### Eldritch Ward Starting at 15th level, you have advantage on saving throws against spells and other magical effects. Additionally, whenever you succeed on a saving throw against a spell or other magical effect, you can use your reaction to deal 1d10 + your Intelligence modifier force damage to the originator. \pagebreakNum ### Rite of the Blood Warrior Blood Warriors blend together the blood magic of hemalurgy with the matial mastery of a soldier. They are unrivaled in durability and ferocity on the battlefield. These knights walk the path of darkness, destroying and consuming all that stands in their way. #### Pattern of Power At 1st level, you learn the Pattern of Power hemalurgic pattern, detailed below.
___ When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to a roll of your Hemocraft die. ___
***Battle Virility.*** As a bonus action, you can activate this pattern to make a melee weapon attack if you used the Attack action on your turn. #### Hardened Warrior When you choose this rite at 1st level, you gain proficiency with heavy armor. #### Animus of Power Starting at 7th level, you gain the ability to perform feats of supernatural might. Once per turn, when you make a Strength check or Strength saving throw, you can choose to add a bonus equal to a roll of your hemocraft die. You can choose to do so after you roll the die for the ability check or saving throw, but before the DM tells you whether you succeed or fail. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after a long rest. #### Sanguine Strikes Starting at 11th level, your study of occult magic has granted you the ability to channel your life essence to destroy your foes. This essence is represented by Hit Dice you choose to spend using this feature. Whenever you finish a long rest, you regain all of your crimson knight Hit Dice instead of only half. When you make a weapon attack against a creature, you can spend one crimson knight Hit Die to add a bonus to the attack roll or to the weapon damage roll. The bonus equals the roll of the crimson knight Hit Die + your Constitution modifier (minimum of +1). You can use this ability before or after making the attack roll, but before any effects of the attack are applied. #### Relentless Starting at 15th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a short or long rest. ### Rite of the Sanguine Seer Sanguine Seers use hemalurgy and blood magic to become masters of the world around them. They are able to tap into the innate memory held in blood, granting themselves uncanny insight and control of themselves and other creatures. \columnbreak #### Pattern of Guidance At 1st level, you learn the Pattern of Guidance hemalurgic pattern, detailed below.
___ You gain one tool proficiency or one language of you choice. You can change this proficiency whenever you finish a long rest. ___
***Muscle Memory.*** As a bonus action, you can activate this pattern to gain a bonus to your next ability check equal to the number of hit points sacrificed to activate this pattern. #### Unnatural Skill When you gain this feature 1st level, you gain proficiency in one skill of your choice. Additionally, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. #### Insightful Gaze At 7th level, you gain the ability to peer at a creature and magically discern its strengths and weaknesses. As a bonus action, choose one creature you can see. You immediately learn the following about the creature: - Armor Class - Current Hit Points - Any damage immunities, resistances, or vulnerabilities. If the creature is hidden from divination magic, you sense nothing from the creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest. #### Portent Blood Starting at 11th level, your study of occult magic has granted you the ability to channel your life essence to enhance your abilities. This essence is represented by Hit Dice you choose to spend using this feature. Whenever you finish a long rest, you regain all of your crimson knight Hit Dice instead of only half. When you make an ability check, attack roll, or saving throw, you can spend a crimson knight Hit Die to add a bonus to the roll. The bonus equals the roll of the crimson knight Hit Die. You can choose to do so after you roll the die for the ability check, attack roll, or saving throw, but before the DM tells you whether you succeed or fail. #### Blood Malediction When a creature that you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to subtract 1d4 from the number rolled. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, ability check, or saving throw succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest. \pagebreakNum ## Hemalurgic Patterns Hemalurgic patterns are the heart of the precise art of hemalurgy. They are the craft by which a crimson knight is able to channel the innate power of their life essence. ### Pattern Descriptions The hemalurgic patterns are listed here in alphabetical order. #### Pattern of Awareness ___ You have advantage on Initiative checks. ___
***Blood Hawk.*** As a bonus action, you can activate this pattern to gain a bonus equal to half your crimson knight level (rounded up) to your next Wisdom (Perception) or Intelligence (Investigation) check. #### Pattern of Beasts ___ You have advantage on Wisdom (Animal Handling) checks. ___
***Beast Speech.*** As an action, you can activate this pattern to cast *Speak with Animals* without expending a spell slot. #### Pattern of Celerity ___ Your walking speed increases by 10 feet. ___
***Uncanny Alacrity.*** As a bonus action, you can activate this pattern to take the dash or disengage action. #### Pattern of Defense You gain a +1 bonus to your Armor Class. ___
***Blood Ward.*** As a bonus action, you can activate this pattern to gain a +2 bonus to AC until the beginning of your next turn. #### Pattern of Depths You have a swim speed equal to your walking speed and can breathe underwater. Additionally, you know the *Shape Water* cantrip. ___
***Water Witch.*** As an action, you can activate this pattern to cast the *Create or Destroy Water* spell without expending a spell slot. #### Pattern of Elements ___ Choose one of the following damage types: acid, cold, fire, lightning, or thunder damage. Whenever you deal necrotic damage, you can instead deal damage of the chosen type. You can change your chosen damage type when you finish a long rest. ___
***Resistance.*** As a bonus action, you can activate this pattern to gain resistance to your chosen damage type for one minute. #### Pattern of the Faceless ___ You can perfectly mimic any voice you have heard. ___
***Face Changer.*** As an action, you can activate this pattern to cast *Disguise Self* without expending a spell slot. #### Pattern of Oculus ___ You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. ___
***Mage Sight.*** As an action, you can activate this pattern to cast *Detect Magic* without expending a spell slot. #### Pattern of Potency ___ Once per turn, when you hit a creature with a weapon attack, you can push the creature up to 10 feet away from you in a straight line. ___
***Battle Prowess.*** As a bonus action, you can activate this pattern to take a special Attack action to grapple or shove a creature. #### Patern of Presence ___ You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. ___
***Mind Mire.*** As an action, you can activate this pattern to cast *Charm Person* without a spell slot. When cast in this way, the duration of the spell is 1 minute. #### Pattern of Resilience ___ You don't need to eat, drink, or breathe. Additionally, you don’t need to sleep, and magic can’t put you to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. ___
***Grim Vitality.*** As a bonus action, you gain a number of temporary hit points equal to your crimson knight level + twice the number of hit points you sacrificed to activate this pattern. #### Pattern of Shadows ___ You have advantage on Dexterity (Stealth) checks while in dim light or darkness. ___
***Vanish.*** As a bonus action, you can activate this pattern to take the Hide action. #### Pattern of Stability ___ You have advantage on saving throws against being charmed, frightened, or to resist the effects of madness. ___
***Steel Mind.*** As an action, you can activate this pattern to cast *Protection from Evil and Good* on yourself without expending a spell slot or material components. #### Pattern of Terror ___ You have advantage on Charisma (Intimidation) checks. ___
***Fear.*** As a bonus action, you can activate this pattern to cause the next creature you hit with a weapon attack to become frightened of you until the end of your next turn. \pagebreakNum ## Crimson Knight Spells
##### 1st Level - Arms of Hadar - Bane - Cause Fear - Comprehend Languages - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Expedius Retreat - False Life - Inflict Wounds - Protection from Evil and Good - Ray of Sickness - Witch Bold - Wrathful Smite - Zephyr Strike ##### 2nd Level - Blindness/Deafness - Calm Emotions - Crown of Madness - Darkvision - Enthrall - Gentle Repose - Hold Person - Lesser Restoration - Locate Animals or Plants - Protection from Poison - Ray of Enfeeblement - Shadow Blade - Suggestion - Warding Bond ##### 3rd Level - Bestow Curse - Dispel Magic - Enenmies Abound - Fear - Life Transference - Magic Circle - Nondetection - Protection from Energy - Remove Curse - Speak with Dead - Slow - Tongues - Vampiric Touch ##### 4th Level - Aura of Purity - Blight - Confusion - Death Ward - Dominate Beast - Freedom of Movement - Locate Creature - Phantasmal Killer - Shadow of Moil - Sickening Radiance - Staggering Smite ##### 5th Level - Antilife Shell - Cloudkill - Contagion - Dispell Evil and Good - Dominate Person - Eneveration - Hold Monster - Greater Restoration - Steel Wind Strike