1 Crimson Wraith Standing in the middle of a deserted street stood a lone woman with silver hair like the moon. Surrounded by ghastly band of undead, she peered at the innumerable horde that staggered towards her. Drawing her dagger she sliced along her palm; and as blood dripped to the cobblestone, a weapon of crimson fury began to aparate. Peering again at the horde she growls in hunger, raising the bloodied hand. With a whisper, several undead began to seize as blood was forcefully drawn from their bodies and forming into a sickly orb of gore. Now prepared she charged headfirst into the undead mob and began to wildly cleave at them with her crimson blade, slaying one after another. Eventually, all that stood before this mysterious silver-haired women was a slaughter of bodies that once wished to harm her. Raising her hood, her weapon vanished back into her now healed palm, leaving the gruesome scene behind. An onlooker saw the entire ordeal and with terror in his eyes watched as this figure shuffled away. Staring hungrily at the terrified strenger a soft voice from beneif the hood uttered, "Your welcome." And with that the silver-haired woman disappeared into the darkness of a near by alley. Power Locked Away Blood courses through all beings that live and breath in this world. Unknown to the world there are those who seek to take this essence and turn it into a weapon to enact their desires as they see fit. In ancient times the ability to control blood was seen as a powerful skill for healers. Being able to manipulate one's body and possibly heal mortally wounded allies was widely respected. Unfortunately, there were those who saw it as a means of control and power destroying the once respected practice and turning it into an extremely dangerous weapon. Eventually, the practitioners of hemomancy were all but destroyed by clans of paladins from all over the realm. There are very few who remain in the world that continues its dark traditions presenting themselves as Sanguine Knights; Warriors of blood. Power and Sacrifice A Crimson Wraith recognizes that manipulating the essence of life can be a dangerous and auspicious endeavor. If they abuse their power and ignore the limitations of their own bodies, they could easily destroy themselves. This risk, however, is not without its own rewards. They can reach this power by releasing their blood through or phases and pores in their body causing self-harm or Sacrifices. Pale Knights that wish to further their own power undergo unnatural acts known as sacrifices. A sacrifice is an ability that signifies the Pale Knights commitment to the powers of blood manipulation as well as their own affirmation to their desires and goals. Creating a Crimson Wraith As you create your Crimson Wraith consider your character's backstory to how he gained their powers. As a starter character you will want to know what your character did before they gained these powers and where they got them. What your character plans to do with his power be it good or evil, and if you’re willing to make the sacrifice of possible death for the reward of high damage. How is your character viewed among people who knows you. Are you feared, untrustworthy, or just misunderstood. Do you as a character hate gaining these powers? Do they feel aloof to your new found abilities? Or do you praise the powers and use them to their full potential. All this must go into creating your character with an excellent back story and allowing your character to be true in the world.

The Crimson Wraith Level Proficiency Bonus Features Crimson Blade Cantrips Known Spells Known 1st 2nd 3rd 4th 1st +2 Crimson Blade, Atherosclerosis, Spellcasting d6 2 2 2 — — — 2nd +2 Crimson Agony, Transfusion (1d6) d6 2 3 2 — — — 3rd +2 Blood Luster's Path d6 2 3 2 — — — 4th +2 Ability Score Improvement d6 3 4 3 2 — — 5th +3 Extra Attack, Transfusion (2d6) d8 3 4 3 2 — — 6th +3 Blood Luster Features d8 3 4 3 2 — — 7th +3 Forced Transfusion d8 3 5 4 2 — — 8th +3 Ability Score Improvement d8 3 6 4 3 — — 9th +4 ─ d10 3 6 4 3 — — 10th +4 Blood Luster Features d10 4 7 4 3 — — 11th +4 Blood Surge, Transfusion (3d6) d10 3 8 4 3 2 — 12th +4 Ability Score Improvement d10 4 8 4 3 2 — 13th +5 ─ d12 4 9 4 3 2 — 14th +5 Blood Luster Features d12 4 10 4 3 2 — 15th +5 Bloody Hell d12 4 10 4 3 3 — 16th +5 Ability Score Improvement d12 4 11 4 3 3 — 17th +6 ─ d12 4 11 4 3 3 1 18th +6 Aneurysm, Transfusion (4d6) d12 4 11 4 3 3 1 19th +6 Ability Score Improvement d12 4 12 4 3 3 1 20th +6 Crimson Blood Pact d12 4 13 4 3 3 1 Class Features As a Crimson Wraith, you gain the following class features Hit Points Hit Dice: 1d10 per Crimson Wraith level

1d10 per Crimson Wraith level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st Proficiencies Armor: light armor, medium armor and shields

light armor, medium armor and shields Weapons: All simple melee weapons, battle axe, flail, longsword, morningstar, rapier, scimitar, short sword, trident, warpick, warhammer.

All simple melee weapons, battle axe, flail, longsword, morningstar, rapier, scimitar, short sword, trident, warpick, warhammer. Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose three from Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: Small Book with your history and tecniques of hemomancy

(a) Explorer's Pack or (b) Dungeoneer's Pack

Two daggers

Sheild and leather armor Spellcasting Your rituals, practice, and knowledge have unlocked for you a new font for the magic to flow. An everlasting thirst to understand the true potential that lies latent in blood. Whenever you gain a level in the Blood Mage class you may change one of your spells known for a new spell. Spell Slots The Blood Mage table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Blood Mage 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.

2 Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the Crimson Wraith spell list. You learn a new Crimson Wraith spell every time you can on the Crimson Wraith Table. 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 4th level, for example, you learn a new Blood spell, which can be 1st or 2nd. Additionally, when you gain a level in this class, you can choose one of the Crimson Wraith Spells you know and replace it with another spell from the Blood Mage spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Intelligence is your spellcasting ability for your Blood Mage Spells since the power of your magic relies on your ability to project your will into the world. 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 Blood Mage 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 Crimson Blade Being a wielder of an ancient technique you understand the power held within the blood that flow through you. Begining at 1st level you are able to create a crimson blade as a bonus action. This weapon is crafted out of your own blood and cost hit points equal to half your level to summon. This weapon deals blugeoning, slashing or piercing damage that you are able to change to another damage type upon taking a short rest. The damage die that the crimson blade deals, can be seen under the crimson blade tab in the class table. Atherosclerosis At 1st level, your hemomancy abilities grants you a an armour of hardened blood vessels that sits below your skin. While not wearing armour, your AC is equal 10 + your Constitution modifier + your Proficiency bonus. You can additionally gain the benefits of a shild with this ability. Crimson Agony Begining from 2nd level, you can use the power of your blood to infuse your strikes dark energies to cripple your foes. As a bonus action, spend hit points equal to half your level (minimum of 1) to deal an extra 1d8 necrotic damage. At higher levels the damage of your crimson agony increases by 1d8 at 6th, 10th, 14th, and 18th level. Transfusion Begining at 2nd level your hemomancy abilities grant you to steal blood from your enemies to benefit your own health. As an action target a creature within 30 feet of you. That creature has to make a Constitution saving throw. If the creature fails the saving throw they take 1d6 + your constitution modifier necrotic damage. You gain hit points equal to the damage dealt. If the creature saves you cannot use this ability on the creature for the next 24 hours. At higher levels the damage you can deal increases by 1d6 at 6th, 10th, 14th, and 18th level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Forced Transfusion Starting at 7th level, when a creature succeeds on its saving throw against your Transfusion ability, it takes half the damage it would on a fail, and you gain that many hit points. Blood Surge Starting from 11th level, when you fail a Strength or Constitution saving throw, you may expend 10 hit points to gain a +10 bonus to the roll. You may use this ability a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest. Bloody Hell At 15th level, when a creature hits you with a melee weapon attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a fail, that creature takes 3d6 necrotic damage, or half as much on a success. You may use this ability a number of times equal to your Constitution modifier, and regain all expended uses whenever you finish a long rest. Aneurysm Starting at 18th level, you can use your blood to bind foes in place. When you hit a creature with your Crimson Agony, until your next turn, whenever that creature moves, it must make a Constitution saving throw against your Blood Save DC. On a fail, it takes 2d6 necrotic damage for every 5 feet it moves.

Crimson Blood Pact At 20th level, you may as an action adopt a demonic form that grants you unnatural strength even as it threatens to tear your body apart. For as long you maintain your form, you gain advantage on Intimidation checks and your natural weapon attacks deal an additional 3d10 damage. While in this form, at the start of each of your turns, reduce your current hitpoints by 20. You may end this form at any time during your turn, no action required by you. Blood Lusters Path Different pale knights have a different approach on how they use their abilities to perfect their art of blood control. Path of the Bloodletter Bloodletters give in to their bloodlust, letting their hunger drive them, and emphasising the brutality of their kind. They specialise their blood magic towards tracking and draining their foes. Leeching Strike Starting at 3rd level, whenever you hit a non-construct, non-undead creature with your Crimson Agony ability, you deal an extra 1d6 necrotic damage, and regain that many hit points. This damage increases to 1d8 at 8th level, 1d10 at 12th level and 1d12 at 17th level. 3 Bloodsight Starting when you choose this archetype at 6th level, you become attuned to the blood coursing through the veins of others. As an action, you can identify the size and position of every creature within a 60 foot radius. Undead, Constructs and Plants are unaffected by this. Crimson Mist At 10th level, you gain the ability to become a bloody mist. As an action you can change into a red misty form of yourself. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless having a flying speed of 30 feet, can hover, and enter hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all non magical damage. You can end this effect as a bonus action and return to your normal form. Mass Siphon Starting at 14th level, you can leech the life from everything around you. As an action, every other creature within 20 feet must make a Constitution saving throw. A target takes 3d6 necrotic damage on a fail, or half as much on a success. You regain hit points equal to the total amount of necrotic damage dealt. You can use this ability once, and regain the ability to use it after you finish a long rest. Path of the Immortal Immortals exercise discipline, and restrain their bloodlust, emphasing control over their own bodies and minds. They specialise in using their blood magic to bind, restrain and reinforce. Crimson Entanglement Starting at 3rd level, when you hit a creature with your Crimson Agony, you can choose to have that creature make a grapple check against your Blood Save DC. On a fail, it is restrained, bound to the ground by a leash of blood and gore. At the start of each of its turns, it takes 1d8 bludgeoning damage. It can take an action on its turn to repeat the saving throw, ending the effect on a success. You may use this ability once, and regain the ability to use it when you finish a long rest. Starting from 8th level, you may use this ability twice per long rest, from 12th level you may use it three times and at 17th you may use it four times. Uncanny Resistance Starting when you choose this archetype at 6th level, your AC increases by 2 while you are not wearing armor and once per day you can choose to make yourself resistant to blugeoning, piercing, and slashing for 4 turns. Iron Flesh Starting at 10th level, whenever you finish a long rest, you may choose one of bludgeoning, piercing or slashing damage. You gain resistance to damage of that type until your next long rest. Coagulate Beginning at 14th level, when you reach 0 hp and are not killed outright you instead enter a petrified state encased in a shell of hardened blood where you can slowly regain hit points. While encased, you are immune to all damage types except psychic. The shell has an AC of 20, has 75 hit points, and is resistant to bludgeoning, piercing and slashing damage from non-magical weapons. At the start of your turn you regain 2d12 + your constitution modifier hit points. Once you are within 10 points of half your maximum hit points (rounded down), or if the shell is destroyed, you are no longer petrified by this feature and emerge from the shell. You must finish a long rest before using this ability again.