The Blood Knight
An unarmored half-elf maneuvers through a bustling crowd at a noble's party, drawing no attention to herself until she is standing behind her target. Suddenly, a blade made of blood shoots out of her palm and impales the guest she was contracted to kill.
A human clad in plate mail clashes blades with a group of slavers. As their leader attempts to flee from the scene, the human simply lifts a finger, shooting forth a burning flame made out of his own blood that consumes the leader. Ending her operation, permanently.
The only elf for miles stalks the empty remains of an orc warcamp. After making quick work of any stragglers, he is blessed with the insight of how to track down the warband that has been terrorizing his people for generations.
While many warriors train for years to master the art of combat, there are others who are less eager to train and more eager to do. These warriors, whether they be motivated by necessity or greed, explore dark channels to fast track their combat prowess. Those who succeed in their hunt discover the ritual to become a blood knight, an inhumanoid warrior who uses their own life force to empower themselves in battle.
Dark Motivations
Happy people do not seek out the rituals to become a blood knight. Most people who desire to unlock the power of hemocraft choose it out of necessity or a desire for revenge. No matter the reason, once someone has chosen to go down this path, there is no going back, as the blood knight ritual permanently alters someone's physiology to harness the power of hemomancy. These dark and often bloodstained motivations mean that finding good-aligned blood knights, while possible, is quite a challenge.
Bloody Power
The power of hemocraft is an unsettling sight for even the most educated of scholars. Sacrificing a part of their vitality to have access to the misunderstood and often feared power to manipulate their own blood, blood knights are permanently altered by the rituals they have undergone. Many use their powers to protect innocents from the monsters that seek to take them from their families, but there are, and always will be, a number of blood knights using their powers for evil.
Creating a Blood Knight
When you create a blood knight, the two most important things to consider is why your character chose this path, and how the rituals of the blood knight have affected them. Were you unable to protect your friends or family, and swore to protect others from the same fate? Or were you a victim of some heinous crime, swearing revenge on the culprits that managed to evade the law? Do you fear that one day you will become the very thing you sought to destroy, or do you relish the power of hemocraft and the advantages it gives you over more conventional warriors?
When building your character, think about how your ability scores could reflect how your body was altered by the blood knight ritual. If you have an ability score that is particularly low, did the ritual alter your body in a way that negatively effected those scores? Perhaps a charming charlatan seeking to make amends for their thieving ways had their face twisted and scarred by the ritual, or had their beguiling voice turned into a scratchy, stuttering symphony?
Also consider that while most blood knights work alone, they must belong to or at have interacted with an order of blood knights to undergo the ritual. Does your character work alone, having simply seen their involvement in the order as a mutually beneficial agreement? Or do you still work closely with the order, seeing their involvement in the ritual more as a debt that you must work to repay?
Quick Build
You can make a blood knight quickly by following these suggestions. First, make Constitution your highest ability score to improve the effectiveness of your hemomancy. Make Strength or Dexterity your next highest, depending on whether you want to focus on melee weapons, or archery (or finesse weapons). Since anyone can become a blood knight, any background can be picked.
Class Features
As a blood knight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per blood knight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood knight level after 1st.
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, and Perception.
Equipment
You start with the following equipment, in addition to the equipment gained by your background:
• (a) chain mail or (b) studded leather armor
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
The Blood Knight
| Level | Proficiency Bonus | Features | Hemocraft Die |
|---|---|---|---|
| 1st | +2 | Hemocraft, Hemomantic Restoration | d4 |
| 2nd | +2 | Fighting Style | d4 |
| 3rd | +2 | Sanguine Order | d4 |
| 4th | +2 | Ability Score Improvement | d4 |
| 5th | +3 | Extra Attack | d6 |
| 6th | +3 | Ability Score Improvement, Extract Blood | d6 |
| 7th | +3 | Order Feature | d6 |
| 8th | +3 | Ability Score Improvement | d6 |
| 9th | +4 | ─ | d8 |
| 10th | +4 | Order Feature | d8 |
| 11th | +4 | Extra Attack (2) | d8 |
| 12th | +4 | Ability Score Improvement | d8 |
| 13th | +5 | ─ | d10 |
| 14th | +5 | Bolstered Soul | d10 |
| 15th | +5 | Order Feature, Hardened Viscera | d10 |
| 16th | +5 | Ability Score Improvement | d10 |
| 17th | +6 | ─ | d12 |
| 18th | +6 | Order Feature | d12 |
| 19th | +6 | Ability Score Improvement | d12 |
| 20th | +6 | Perfect Body | d12 |
Hemocraft
Beginning at 1st level, you harbor a wellspring of hemomantic energy within yourself. This energy is represented by your hemocraft dice, which are each a d4. You have a number of these dice equal to your level plus your Constitution modifier, and they fuel various powers you have, which are detailed below.
Some of your powers expend the hemocraft die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended hemocraft dice when you finish a short or long rest.
When you reach certain levels in this class, the size of your hemocraft dice increases: at 5th level (d6), 9th level (d8), 13th level (d10), and 17th level (d12). The powers below use your hemocraft dice.
Life Transfer. As an action, you can touch a creature and expend and roll any number of hemocraft dice to heal it for the number rolled plus your Constitution modifier. After healing a creature in this way, you lose the same amount of hit points.
Rend. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend and roll a number of hemocraft dice, with the maximum number of dice being your proficiency bonus, dealing slashing damage to the target equal to the number rolled.
Adrenaline Surge. You expend and roll a number of hemocraft dice equal to your proficiency bonus. Your movement speed is doubled, and you gain temporary hit points equal to the number rolled. After using this ability, you cannot use it again until you finish a short rest.
Some hemocraft features require your target to make a saving throw. The saving throw DC is calculated as follows.
Hemocraft save DC = 8 + your proficiency bonus + your Constitution modifier.
Hemomantic Restoration
Also at 1st level, you unlock the ability to sacrifice some of you vitality in exchange for regaining some of your hemocraft power. As a bonus action, you can expend one of your hit dice and roll it. You lose hit points equal to twice the number rolled, and regain a number of hemocraft dice equal to half the number rolled.
You can use this feature once. After using this feature, you must finish a long rest before you can use it again.
Fighting Style
At 2nd level, you adopt a 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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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 non-hemocraft 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.
Sanguine Order
At 3rd level, you commit to an order of blood knights. Choose the Order of the Death Knight, Order of the Heretic, Order of the Huntsman, Order of Ichor, or Order of the Lusus, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th level, 10th level, 15th level, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Extract Blood
At 6th level, you have learned how to use other's spilled blood to restore your hemomantic power. As an action, you touch a dead creature that has been dead for less than a day and roll one of that creature's hit dice. You regain hemocraft dice equal to half to number rolled. You cannot use this ability on a dead body more than once.
Bolstered Soul
Starting at 14th level, The hemomantic energy flowing through you has further enhanced your physiology. Whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus on the saving throw equal to your Constitution modifier.
Hardened Viscera
At 15th level, You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. As your hemomantic power further enhances your body beyond its normal limits.
Perfect Body
Upon reaching 20th level, your hemomancy is no longer a power you gained, but a part of your body like any other limb. This mastery of hemocraft gives you the following benefits.
• For every 10 years that pass, your body ages only 1 year.
• At the start of each of your turns, you regain 10 hit points.
• You no longer lose hit points when using your Hemomantic Restoration feature.
Sanguine Orders
There are a handful of orders of blood knights that guard different hemocraft rituals and techniques. One must seek out and prove themselves to an order in order to gain access to the ritual that allows them to become a blood knight. After becoming a blood knight, an order may also reveal their unique hemocraft techniques to them as well.
Order of the Death Knight
Originally created by paladins that broke their oaths, the Order of the Death Knight delved much deeper into the dark origins of hemocraft than the other orders. After many years, this research would grant members of the order access to much darker rituals, known as profanities. While not all orders disavow the Order of the Death Knight, they do believe that Death Knights have delved far too deep into the dark rituals of hemocraft, and dread the day that the order's research goes too far.
Profanities
Starting at 3rd level, you know a number of profanities equal to your proficiency bonus. As a bonus action, you can expend a hemocraft die to invoke one of your profanities. You can have a number of profanities active equal to half your proficiency bonus. The effect of a profanity lasts for 1 minute. A profanity's effect ends early if you are knocked unconscious or end the profanity on your turn (no action).
The profanities you can choose are detailed below.
Aura of The Tyrant. After invoking this profanity, whenever a hostile creature ends its turn within 10 feet of you, it must make a Charisma saving throw or have disadvantage on attack rolls against you.
Etherfloat. After invoking this profanity, you hover a few inches from the ground. You do not trigger pressure plates, can cross liquid surfaces without sinking, and descend to the ground harmlessly as if under the effect of the feather fall spell.
Grave Armor. After invoking this profanity, you gain a +2 bonus to your AC when a creature makes a melee attack against you.
Pale Horse. After invoking this profanity, your speed increases by 10 feet.
Soulflay. After invoking this profanity, when a creature within 30 feet of you makes a saving throw, you can use your reaction to impose disadvantage on that saving throw.
Soulreaver. After invoking this profanity, a weapon of your choice becomes bathed in darkness. When a creature is hit by an attack with this weapon, the creature takes an additional 1d4 necrotic damage. This damage increases to 1d6 necrotic damage at 11th level.
Terrorize. After invoking this profanity, when a creature moves within 30 feet of you, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the creature is frightened of your for 1 minute. A target that succeeds this saving throw is immune to this effect for 1 minute. A target can repeat this save at the end of each of its turns.
Unholy Vigor. After invoking this profanity, you gain temporary hit points equal to your level in this class. You cannot use this profanity again until you have lost all temporary hit points from this feature.
Aura of Undeath
At 7th level, you exude an 10 foot aura of dark energy while you aren't incapacitated. You and creatures of your choice within this area have resistance to necrotic damage.
In addition, when you or any creature of your choice within your aura is reduced to 0 hit points, they can choose to drop to 1 hit point instead. Once a creature has been affected by this aura, they cannot be effected again until they finish a long rest.
At 18th level, the range of this aura increases to 30 feet.
Profane Hemocraft
Also at 7th level, you have unlocked new ways to use your hemomantic powers, detailed below.
Withering Rend. When you deal damage to a target with your Rend, another creature of your choice within 30 feet of the target takes necrotic damage equal to half the total damage dealt by your Rend.
Necrotic Rebuke. When a creature hits you with a melee attack, you can use your reaction to expend and roll a number of hemocraft dice, with the maximum number of dice being your proficiency bonus. The creature that triggered this reaction takes necrotic damage equal to the number rolled.
Siphoning Strikes
Starting 10th level, you learn how to steal the vitality from those you have killed. When you reduce a creature to 0 hit points, you regain a number of hit points equal to one roll of the target's largest hit die.
Deathly Resistance
At 15th level, you gain immunity to poison damage, necrotic damage and the poisoned condition.
Death's Gatekeeper
Starting at 18th level, you fully assume the mantle of a death knight. You no longer require food, water, or sleep and are immune to exhaustion. You may still gain the benefits of a long rest if you spend 4 hours doing light activity, such as reading a book or keeping watch.
Additionally, after a creature chooses to drop to 1 hit point using your Aura of Undeath feature, they gain temporary hit points equal to your level + your Constitution modifier.
Order of the Heretic
Created by the daughter of an incredibly powerful sorcerer, the Order of the Heretic learned how to use their mastery of hemocraft to awaken dormant magical prowess within themselves, power similar to that of a sorcerer. While many assume that the order shuns religion, this is untrue. The Order of the Heretic took on this name in reference to their unorthodox methods of obtaining magic, a practice that would seem heretical to scholars and other practitioners of magic.
Spellcasting
When you reach 3rd level, you augment your hemocraft with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Heretic Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know four 1st-level sorcerer spells of your choice. The Spells Known column of the Heretic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells, since you learn your spells through rituals similar to those used to become a blood knight. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Heretic Spellcasting
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 4 | 2 | — | — | — |
| 4th | 3 | 5 | 3 | — | — | — |
| 5th | 3 | 5 | 3 | — | — | — |
| 6th | 3 | 5 | 3 | — | — | — |
| 7th | 3 | 6 | 4 | 2 | — | — |
| 8th | 3 | 7 | 4 | 2 | — | — |
| 9th | 3 | 7 | 4 | 2 | — | — |
| 10th | 4 | 8 | 4 | 3 | — | — |
| 11th | 4 | 9 | 4 | 3 | — | — |
| 12th | 4 | 9 | 4 | 3 | — | — |
| 13th | 4 | 10 | 4 | 3 | 2 | — |
| 14th | 4 | 11 | 4 | 3 | 2 | — |
| 15th | 4 | 11 | 4 | 3 | 2 | — |
| 16th | 4 | 12 | 4 | 3 | 3 | — |
| 17th | 4 | 12 | 4 | 3 | 3 | — |
| 18th | 4 | 12 | 4 | 3 | 3 | — |
| 19th | 4 | 13 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Heretical Strike
At 7th level, when you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.
Heretical Hemocraft
Also at 7th level, you have unlocked new ways to use your hemomantic powers, detailed below.
Arcane Ward. As a reaction when you are forced to make a saving throw against a spell, you expend a hemocraft die and add the number rolled to your saving throw.
Heretical Abjuration. As an action, you touch a creature or object and attempt to dispel a spell effecting the target. You must expend a number of hemocraft dice equal to twice the spell's level to dispel it. The maximum number of hemocraft dice you can spend on this ability is equal to your level. After using this ability, you cannot use it again until you finish a short rest.
Arcane Restoration
Starting at 10th level, when you use your Hemomantic Restoration feature, you can expend any number of blood dice you regained to recover a number of spell slots that have combined level equal to or less than the number of blood dice expended.
Magical Resilience
At 15th level, you gain resistance to the damage of spells.
Bolstering Magic
Starting at 18th level, when you cast a spell of 1st level or higher, you gain a number of temporary hit points equal to twice the level of the spell + your Constitution modifier.
Order of the Huntsman
Originally created by vampire and lycanthrope hunters turned blood knights, the Order of the Huntsman boastfully claim that those who have mastered hemocraft are predators, and all others are their prey. Huntsmen are often stereotyped as having a single minded devotion to their craft. And while this is somewhat true, most huntsmen devote themselves to their craft knowing that they are sometimes the only thing that stands between the innocent civilians and the darkest creatures of the night.
Favored Prey
Starting at 3rd level, you have acquired a great deal of knowledge surrounding the creatures you combat.
When you finish a long rest, choose a creature type: aberrations, beasts, celestials, dragons, fey, fiends, giants, humanoids, monstrosities, or undead. You have advantage on any check made to track this creature type, as well as on Intelligence checks to recall information about them. In addition, when you hit your favored prey with an attack, you deal additional damage equal to your proficiency bonus.
If you hit a creature that is not your favored prey with a weapon attack, you can use your bonus action to change your favored prey to that creature type. After switching your favored prey in this way, you cannot do so again until you finish a long rest.
Hunter's Speed
At 7th level, your body has become augmented in a way that allows you to stalk your prey more effectively. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Your walking speed increases by another 5 feet at 10th, 15th, and 18th level.
Hunter's Hemocraft
Also at 7th level, you have unlocked new ways to use your hemomantic powers, detailed below.
Huntsman's Skill. When you make a Dexterity, Intelligence, or Wisdom check, you can expend one hemocraft die, and add it to the total.
Sharpened Edge. When you deal damage to a target with your Rend, that target cannot regain hit points until the start of your next turn.
Expert Huntsman
Starting at 10th level, you can choose your favored prey when you finish a short rest, and you regain the ability change your favored prey by attacking a creature on a short rest as well.
In addition, you have advantage on all Wisdom (Perception) checks.
Hunter's Will
At 15th level, your gain proficiency in Wisdom saving throws, and have advantage on saving throws against being charmed or frightened.
Master of the Hunt
Starting at 18th level, the additional damage dealt to your favored prey becomes double your proficiency bonus.
Order of Ichor
The oldest of all the orders of blood knights, the Order of Ichor rediscovered the blood knight ritual, and honed it to near perfection. While many members of the original order would splinter off to create their own orders, those who stayed would learn not only how to manipulate their blood, but craft it into usable objects.
Hemocraft Armory
Starting at 3rd level, you can create a weapon made out of your own blood as a bonus action. You can choose the form that this weapon takes each time you create it, but it cannot have the special or loading weapon properties. When you attack with this weapon, you can use your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can create a weapon a number of times equal to your Constitution modifier. After a weapon has been created that many times, you must expend a hemocraft die to use this feature again
Unarmored Defense
Also starting at 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Ichorous Hemocraft
At 7th level, you have unlocked new ways to use your hemomantic powers, detailed below.
Amplified Body. When you make a Strength, Dexterity, or Constitution check, you can expend one hemocraft die, and add it to the total.
Bloodletting. After taking damage from your Rend feature, a creature takes necrotic damage equal to one roll of your hemocraft die at the start of each of its turns. This feature lasts for a minute, until the creature is magically healed, or the creature or an ally within 5 feet of it uses an action to stop the bleeding.
Hemomantic Artisan. As an action, you expend a hemocraft die and create a pair of tools of your choice out of your blood. These tools last for a minute before they fall apart.
Potent Hemocraft
Also at 7th level, your connection to the powers of hemocraft is stronger than most others. You add your Constitution modifier to the roll of any hemocraft die. In addition, weapons made out of your own blood are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Blood Leech
Starting at 10th level, after reducing a creature to 0 hit points, you regain hemocraft dice as if you had used your Extract Blood feature on the creature's corpse.
Unbreakable Viscera
At 15th level, you gain resistance to both magical and nonmagical bludgeoning, piercing, and slashing damage. In addition, you are immune to poison damage and the poisoned condition.
Master of Ichor
Starting at 18th level, your power over hemocraft has positively impacted your body in many ways.
• You do not suffer the drawbacks of old age, and you can’t be aged magically.
• You are immune to any spell or effect that would alter your form.
• You can use your Hemocraft Arsenal feature as many times as you want without having to expend a hemocraft die.
Order of the Lusus
The ritual used to become a blood knight is an unstable thing, and many have been scarred and irreversibly altered by it. While many blood knights view this transformation as a necessary sacrifice, members of the Order of the Lusus seek to manipulate the ritual's transformative properties to further enhance themselves in combat.
Freakish Form
Starting at 3rd level, you have used the power of hemocraft rituals to change yourself. Choose a Lusus Form, picking between Beast Form, Fiend Form, or Ooze Form. Your Lusus Form cannot be changed unless the DM allows it. As a bonus action on your turn, you can transform into your chosen form. This form lasts for 1 minute. Each Lusus Form has its own benefits, which are detailed below.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Beast. Your body shifts in a way that makes you manifest beast-like features, granting you the following benefits:
• Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level. In addition, when you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
• While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Fiend. Your body shifts in a way that makes you appear demonic or infernal (your choice), granting you the following benefits:
• You grow a tail with a stinger. You can make unarmed strikes with this stinger, which deals 1d6 piercing damage. The damage increases to 1d8 at 11th level. In addition, once per turn, when you hit a creature with your stinger, the target must make a Constitution saving throw or take 3d6 poison damage on a failed save, or half as much on a successful save. This damage increases to 3d8 poison damage at 11th level.
• You grow bat wings, while you are not wearing heavy armor, you gain a flying speed of 20 feet.
Ooze. Your body shifts in a way that turns you and your equipment into a gelatinous and translucent ooze, granting you the following benefits:
• Your unarmed strikes deal 1d6 acid damage, and have a reach of 10 feet. This damage increases to 1d8 at 11th level.
• You gain no benefit from wearing armor, and your AC equals 10 + double your Constitution modifier. In addition, other creatures can enter your space and you can squeeze through a space as narrow as 1 inch wide.
Inhumanoid Prowess
At 7th level, you further advance your transformation. While in your Freakish Form, you gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, your unarmed strikes are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your Freakish Form also gains an additional benefit, detailed below:
Beast. You gain a climbing speed equal to your walking speed.
Fiend. You gain darkvision out to a range of 120 feet, and can see through magical darkness.
Ooze. Even while in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you.
Freakish Hemocraft
Also at 7th level, you have unlocked new ways to use your hemomantic powers, detailed below.
Mending Affinity. As an action, you expend and roll any number of hemocraft dice to heal yourself for a number of hit points equal to the number rolled.
Freakish Body. When you make a Strength, Dexterity, or Constitution check, you can expend one hemocraft die, and add it to the total.
Enhanced Form
Starting at 10th level, the hemocraft rituals have enhanced both your physical body and your Lusus Form. At the start of each of your turns, you regain 10 hit points. Your Freakish Form also gains an addition benefit, detailed below:
Beast. You gain a +2 to melee damage rolls. This bonus increases by 1 at 18th level (+3). You also have advantage on Strength checks and Strength saving throws.
Fiend. The poison damage done by your stinger ignores resistance to poison damage, and treats immunity to poison damage as resistance.
Ooze. You can attempt to engulf a creature in the same space as you. As an action, a creature occupying the same space as you must make a Dexterity saving throw. On a successful save, the target can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed saving throw, the target is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of your turns. When you move, the engulfed creature moves with you.
An engulfed creature can try to escape by taking an action to make a Strength check against your hemocraft save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
Freakish Resistance
At 15th level, you gain resistance to poison damage and have advantage on saving throws against the poisoned condition. Your Freakish Form also gains an additional benefit, detailed below:
Beast. You gain proficiency in Dexterity saving throws.
Fiend. You have immunity to fire damage.
Ooze. You have immunity to acid and poison damage.
Neverending Form
Starting at 18th level, you obtain a mastery over your physical form. Your Freakish Form feature now lasts indefinitely.
Blood Knight Multiclassing
Should you wish to multiclass into a blood knight, the prerequisites and proficiencies gained are listed below.
Blood Knight Multiclassing Prerequisites
Ability Score Minimum. As a multiclass character, you must have at least a Constitution and Strength or Dexterity score of 13 or higher to take a level in this class, or take a level in another class if you are already a blood knight.
Blood Knight Multiclassing Proficiencies
Proficiencies Gained. If blood knight isn't your initial class, here are the proficiencies you gain when you take your first level as a blood knight: light armor, medium armor, shields, simple weapons, martial weapons.