Blood Warrior Hit points: Hit dice: 1d8 per Blood Warrior level Hit points at 1st level: 8+Con mod Hit points at higher levels: 1d8 (or 5) +Con mod per Blood Warrior level Proficiencies: Armor: Light armor, Medium armor Weapons: Simple melee weapons, Battleaxe, Greatsword, Greataxe, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Trident, Warpick Tools: Choose Herbalism Kit or Alchemists Supplies Saving throws: Constitution, Intelligence Skills: Choose two from Acrobatics, Athletics, Deception, Medicine, Perception, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) a dungeoneer's pack or (b) an explorer's pack • (a) Herbalism Kit or (b) Alchemists Supplies • (a) Shortsword or (b) any Simple melee weapon Alternatively you may choose to start with 4d4 X 10 GP starting gold. Class features: Note: Whenever a feature or ability says that you take damage it is unblockable, cannot be reduced, and effects your hp not temp hp. Also, if as the result of using one of these features you drop to, or below, 0 hitpoints you are knocked unconcious regardless if you have a second feature which would leave you at 1 hp (such as the Half Orcs relentless endurance). Finally, if you use any ability or feature which requires you to take damage you automatically succeed on all concentration saving throws required. Blood Blade At 1st level when you are not wearing heavy armor or using a shield you gain the ability to enhance a single melee weapon you are proficient with into a Blood Blade as a Bonus Action. When you summon your Blood Blade you roll the blood die and take damage equal to the ammount rolled. When you hit an enemy that is neither undead or a construct with your Blood Blade you deal additional damage with your blood die and heal for the ammount rolled. You apply the blood die after the weapon damage die and if the target is still alive. You can only have one Blood Blade at a time (unless otherwise specified) and your Blood Blade must remain in your hands (unless otherwise specified). It lasts for one minute or until you deactivate it as a free action. Blood Warrior Level Proficiency Bonus Features Blood Die 1st +2 Blood Blade 1d4 2nd +2 Rend, Self Preservation 1d4 3rd +2 Fighting Style, Combat Archetype Feature 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Extra Attack 2d4 6th +3 Improved Blood Blade 2d4 7th +3 Combat Archetype Feature 2d4 8th +3 Ability Score Improvement 2d4 9th +4 Increased Rend 3d4 10th +4 Combat Archetype Feature 3d4 11th +4 Blood Frenzy 3d4 12th +4 Ability Score Improvement 3d4 13th +5 Blood Defense 4d4 14th +5 Combat Archetype Feature 4d4 15th +5 Blindsense 4d4 16th +5 Ability Score Improvement 4d4 17th +6 Blood Pooling 5d4 18th +6 Combat Archetype Feature 5d4 19th +6 Ability Score Improvement 5d4 20th +6 Blood Savagery 5d4 Self Preservation Starting at 2nd level whenever you are reduced to 0 HP you can use your reaction to attempt to stabilize yourself with a DC 10+half your character level (rounded down) Constitution saving throw. On a success you must wait until the end of a long rest to use this again. Rend Beginning at 2nd level, once per turn before you make an attack roll (either weapon or spell) you can roll your Blood Die and take the damage rolled. You can either deal an extra blood die in damage or you can increase your to hit bonus up to 1d4. When you reach 11th level in this class the to hit bonus increases to 1d6.

Fighting Style At 3rd level 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. • 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. • Two weapon fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additional fighting styles If you chose the Blood Archer Combat Archetype you have the additional fighting style option of: • Archery: You gain a +2 bonus to attack rolls you make with ranged weapon. If you chose the Blood Knight Combat Archetype you have the additional fighting style option of: • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Combat Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Elemental Blood, Blood Knight, or Blood Archer, detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 14th, and 18th level. 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. Extra Attack At 5th level you can attack twice instead of once whenever you take the attack action on your turn. Improved Blood Blade By 6th level you have honed your skill with the Blood Blade, your blood Blade counts as magical for the purpose of over coming nonmagical resistance and immunity.Choose one of the following improvements for your Blood Blades: • Dual Blood Weapons: Whenever you summon a Blood Blade you can roll your blood die an extra time and take the additional damage rolled to create a second Blood Blade in your off hand. • Throwing Blood Weapon:Your Blood Blades gain the thrown property with a range of 20/60. When thrown your Blood Blades are not returned to non-Blood Blades if you summon them back by your next turn. You can summon it back to your hand as a free action by rolling your blood die and taking the damage rolled or as a bonus action on your next turn. • Extended blood weapon: You can make an attack with an extra 5ft of range for melee weapons or an extra 20/40 ft for ranged weapons. However if you hit within this extra range, you only deal your blood die in damage and cannot use any special properties or abilities of your weapon (if it has any). Note: This extra range does not count towards your zone of control and enemies may leave this area without provoking opportunity attacks. Blood Frenzy Once per turn at 11th level if you kill an enemy with your Blood Blade you can make a single additional weapon attack with your Blood Blade as a free action that turn. Blood Defense Starting at 13th level whenever you would otherwise fail a Strength, Dexterity, or Constitution saving throw you can use your reaction to roll your Blood Die. You take the damage rolled and can add half the damage rolled (rounded down) to the result of the saving throw. You can only use this feature CON modifier number of times between long rests and only once per turn. Blind Sense Starting at 15th level, you gain awareness of the blood flowing in other creatures. You are aware of the location of any hidden or invisible creature excluding Undead and Constructs that are within 10 feet of you. Blood Pooling At 17th level, when you are surprised your next attack deals additional damage to your attackers equal to the ammount you took. Blood Savagery At 20th level, when you kill an enemy all of your damage dice are maximized until the end of your next turn. Combat Archetypes Blood Archer Ranged Blood Blade When you choose this archetype at 3rd level your Blood Blades can be a ranged weapon and you gain proficiency with simple ranged weapons and hand crossbows. The follwing changes are made to your Blood Blades. • Your Blood Blades may ignore the ammunition and loading properties of ranged weapons. However, every time you use this you take 1 point of damage. • Whenever you use your ranged blood blades you do not heal for the ammount rolled on the Blood Die unless the target is within 5 ft of you.

Starting at 7th level you gain more fine control of your blood. As an action you can form mundane items with your blood by taking an ammount of damage equal to the items gold cost (rounded up). You cannot form containers, shelters, consumables, spellcasting focuses, clothing/armor, poles (of any size), vehicles, mounts, or money with this feature. They instantly disappear at the end of 3 hours or if they leave your hands. Shatter Shot Starting at 10th level, once per turn when you miss a creature with a ranged attack that does not have disadvantage you can force the target of the attack and all other creatures in a 5 ft radius to make Dexterity saving throw DC=8+Prof+CON or take half piercing damage. Blood Mark At 14th level you have learned how to locate your own blood in other creatures. As a Bonus Action on your turn you may choose to Blood Mark a creature you have hit with a ranged attack. You gain the following benefits provided your Blood Blades remain active and you do not have more than one creature at a time marked in this way. • You gain truesight out to 120ft for this creature only. • Whenever you hit this creature with an attack you deal additional damage equal to your constitution modifier. Blood Sight At 18th level you are able to sense the blood flowing in other creatures more finely. You gain a passive Blindsense out to 30ft and you gain a +5 to your passive perception to notice stealthing creatures within 120ft. Blood Knight Additional Proficiencies When you take this Archetype at 3rd level you gain proficiency with shields and can ignore the requirement of any Blood Warrior feature that you not be wielding shields. Blood Wall When you take this Archetype at 3rd level you gain the ability to form a 5ftx5ft wall or floor within 10 ft of you as an action. It does not require concentration to maintain and disappears after 1 hour or when it reaches 0 HP. To summon roll any number of your Blood Die up to your constitution modifier. You take the damage rolled and your blood wall/floor has half as much HP. Both the blood wall and blood floor have an AC of 15. • The wall counts as total cover for any creature behind it. • The floor can support up to 200 lbs. Two sections of floor may be connected only to each other; however, if not connected to any wall or support the third will automatically break when formed. • They both count as walls or floors for abilities, features, and spells. Improved Blood Floor Strting at 7th level when you use your blood wall feature to summon a blood floor you can increase the load capacity of it by rolling an additional Blood Die and taking the damage rolled. It can now support additional weight equal to the amount rolled X10 (1d6x10+200 lbs, 1d8x10+200 lbs, 1d10x10+200 lbs, or 1d12x10+200 lbs). Clean Blood At 10th level your blood cleans itself automatically and filters out harmful particulates and spells. You are immune to the poisoned condition, diseases, and cannot get drunk. Improved Blood Wall At 13th level, whenever you summon a blood wall you can summon a number of additional blood walls equal to half your CON modifier (rounded down) by taking the same damage as rolled for the first for each wall. The other walls have the exact same stats as the first (including HP). They must follow the same rules as the first and cannot occupy the same space as any solid object or creature. Blood Totems Starting at 18th level when your blood walls are up they begin to do 1d8 in bludgeoning, piercing, or slashing damage (your choice) to all creatures within 5ft. It counts as magical damage to overcome immunity or resistance to nonmagical damage. The attack acts on initive 10 and hits all enemies within 5 ft. In the event of a tie they go last. Elemental Blood Spellcasting When you reach 3rd level you gain the ability to cast spells. See Chapter 10 of the PHB for the general spellcasting rules and Chapter 11 of the PHB for a list of Sorcerer Spells. Cantrips You learn two cantrips from the sorcerer spell list. Spell slots The Elemental Blood Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's leveI or higher. You regain all expended spell slots when you finish a long rest. For example. If you know the 1st level spell charm person and have a 1st level and a 2nd level spell slot available, you can cast charm person using either slot. The Spells Known column of the Elemental Blood Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic and any spell list.