Bloodlord Torrential rain pours down and thunder booms in the distance as a weary traveler eyes a forlorn tavern along the road up ahead. The soaked through traveler pushes open the door and freezes, not from the cold nor the rain, but from what his eyes have laid upon. Bodies and pieces of bodies lie everywhere, but the most disturbing thing is that there is no blood to be seen. Then in the middle of the tavern, in front of the hearth, he spots a heavily built man whose back is turned to the traveler. His arms are raised as if he is holding something. The only light comes from the hearth, as such the traveler can’t make out the details of the man in the middle of the room. That is until the man turns around. The traveler can make out a red tint all over this man’s skin, almost like it is his skin, but with spurs here and there. What mortifies the traveler is the fact that there is a head in the man’s hand. The man looks back at the traveler as he lifts the head up to his face and drinks the remainder of the blood left in the head. He smiles at the traveler and says “How kind of you to bring me in some more pints”. A group of bandits lay in wait upon the road for prey to walk into their trap. They spot a hooded figure walking at a slow gait along the road. As the figure gets closer they can see a pale face, and more interesting than that is the fact that figure is holding his sword in his hand, sheathe and all. As the figure gets closer, the bandits casually walk out of their hiding places to ambush this individual. As the bandit leader goes into their usual banter about giving up their valuables, the figure continues walking on almost as if they don’t notice the bandits around them. When the bandit leader notices this, he bares his weapon at the figure. But before he can make a single move, a metal rasp sounds throughout the air and when it is over the leader’s head falls to the ground with the figure standing still before it. The other bandits watch as their leader’s head and body slowly wither up, pale and dry as a corpse. They rush madly at the pale figure while swinging their weapons. This time, the figure looks up at them and a series of metallic rasps could be heard. At the end of which, the bandits’ heads fall to the ground. If one were to be there and paying attention, one could connect that the number of bandits who died was the same number of rasps that could be heard. Perhaps they could have noticed, if they were keen enough, that all the blood in the body rushed out of the wound and towards the sheathe. Alas, no one there was alive, except the hooded figure. In a wooded forest somewhere, close to a town, a hunter is running for their life. Shallow wounds can be seen all over their body and numerous slashes throughout their clothes as well. As the blood flows over their features, they frantically wipe their eyes in hopes that they can clear their vision. They must run, they must flee. A sudden rustling sound comes through the bushes behind the hunter and a glint can be seen flying through the air towards the hunter. A low moan of pain escapes his lips as yet another line is slashed across his back and more blood seeps out of his body. He suddenly trips on a vine and freezes as he turns around. Behind him is a smiling lady with a dagger in one hand who slowly bends down and offers this hunter her hand. The hunter asks “Why? Why don’t you just kill me now?” She responds with “Where would be the fun in that? Fun is in the Freedom. Here, get up and start running again. We need to get that blood free of your dirty body.” Shrouded Origins Bloodlords are dark individuals who have somehow found enlightenment regarding Blood while in combat. This drastically changed how they fought and thought, as it allowed them to harness the power that lies dormant in Blood. Through Blood they can cast spells like those fellows with pointy hats that, through Blood they can gain immeasurable power, through Blood they find freedom! There are many paths leading from this enlightenment, as such, some Bloodlords may choose to further this enlightenment by drinking the blood of their enemies and using their bodies as the focus for their Blood. Some may choose to take the blood from others in order to Bestow it upon objects that should never have blood to begin with. Whilst others may yet choose to just cause Blood to flow like water, seeking freedom not only for themselves but also for the blood which lies trapped in all bodies. Creating a Bloodlord Do you want to find freedom? Do you want to take what is given to every living being for your own? Do you want to drink the blood of your enemies, absorb it, or just make it flow like water? Bloodlords usually have a very violent background that exposed them to a lot of spilt blood and wounds. They tend towards the evil side of the spectrum, whilst some can manage to stay neutral, it is almost impossible to stay good while cultivating this way of life. You should expect to stay close to your enemies, as it’s easier to get the blood while it’s hot, or so they say, and you can feel the blood in the bodies near you as it is drained from their living corpses.

My Half-Caster Level Proficiency

Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Blood is Power, Iron Veins, Bloodlord Branch Feature — — — — — 2nd +2 Blood is Power: Fuel, Fighting Style, Spellcasting 2 — — — — 3rd +2 Bloody Aura 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Tier Upgrade, Extra Attack 4 2 — — — 6th +3 Share the Blood, Bloodlord Branch Feature 4 2 — — — 7th +3 4 3 — — — 8th +3 Ability Score Improvement, Archetype Rock 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Blood is Power: Refined Fuel 4 3 2 — — 11th +4 Spatter Expert 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 — 4 3 3 1 — 14th +5 Baleful Blood 4 3 3 1 — 15th +5 Bloodlord Branch Feature 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Blood Ties 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Bloodlord Branch Capstone 4 3 3 3 2 Class Features As a Bloodlord, you gain the following class features: Hit Points Hit Dice: 1d10 per bloodlord Level

1d10 per bloodlord Level Hit Points at 1st Level: 1d10 (or 6) + your Constitution modifier per bloodlord level after 1st

1d10 (or 6) + your Constitution modifier per bloodlord level after 1st Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodlord Level Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, finesse, one martial weapon of your choice

Simple weapons, finesse, one martial weapon of your choice Tools: You may pick any tool of your choice. Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Survival, Insight, Medicine, Religion, Intimidation, and Athletics. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial melee weapon with a scabbard, (b) 3 daggers, or (c) any martial melee weapon without the heavy or two-handed tag

(a) an adventurer’s pack or (b) an explorer’s pack

Leather armor

A vial with a single Blood Drop

Any other items relevant to the class Blood is Power At 1st level you start gathering Blood Drops, either to gather your power or to expend in various ways. The bloodlord gathers a single Blood Drop each time they damage a creature in melee range (excluding Plants, Constructs, and Undead) with the following physical damage types: bludgeoning, piercing, and slashing.

Blood Drops cannot be damaged, destroyed or, once gathered, taken from a bloodlord. Blood Drops grow cold and congeal over time, rendering them unusable. A Blood Drop expires 10 minutes after acquiring it, unless it was acquired during combat. Blood Drops acquired during Combat do not begin to congeal until the combat has concluded, at which point they begin to congeal as normal. When taking a long rest, you can spend any unspent hit dice to store your own blood in your Blood Drop Vial or Vials. You gain a number of Blood Drops equal to the amount of hit points you would have gained by rolling the Hit Dice, divided by two, rounded down. Blood Drops gained in this way are the only ones that can be stored in Blood Drop Vials. While stored in a Blood Drop Vial, they last up to 48 hours, but once the vial has been opened, any Blood Drops remaining in the vial begin to congeal as normal.(10 minutes). Limited to 1 Blood Drop per vial. Iron Veins At 1st level, you have found that you can manipulate the blood in your own body. Specifically, you have learned to momentarily harden the blood in your veins. When an enemy creature hits you with an attack, you may use your reaction to halve the damage you take. You may make this decision after the DM tells you that you have been hit, but before you know the amount of damage that you were going to take. If you use this feature, your movement speed is halved until the end of your next turn. Bloodlord Branches Which branch will you follow down, what method of Cultivation calls to you and more importantly what will you be remembered as? Lord of Bloodlust, Lord of Bloodless, Lord of Bloodletting. Your choice grants you Blood Lord Spells and other features when you choose it at 1st level. It also grants you additional ways to use Blood is Power and additional benefits at 6h, 8th, and 17th levels Fighting Style Two-weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second -attack.

Weapon Juggler: You get a +2 bonus to damage rolls with thrown weapons. When you make a ranged attack with a thrown weapon, you can draw another thrown weapon as part of that attack.

Dueling. Your unarmed strikes deal +2 damage. You are treated as if you are wielding a one-handed finesse weapon for the purposes of feats and other class abilities.

Sadist: When you injure or impair an enemy, you may take a Disengage action as a bonus action and move 5 feet to revel in the pleasure. Spellcasting By 2nd level, the class can now cast spells. Preparing and Casting Spells The Blood Lord table shows how many spell slots you have to cast your spells. To cast one of your Blood Lord spells of 1st level or higher, you must expend a slot of the spell’s level or higher. In addition to expending a spell slot, you must also spend Blood Drop(s) equivalent to the level of the spell. If you have a short rest at the battle site you may spend Blood Drops to recover spell slots, the Blood Drops spent must be equal to 2 * the spell slot level, the number of spell slots you may recover at a short rest are equal to your Wisdom modifier. You regain all expended spell slots when you finish a long rest. You prepare the list of Blood Lord spells that are available for you to cast, choosing from the Blood Lord spell list. When you do so, choose a number of Blood Lord spells equal to your Wisdom modifier + half your Blood Lord level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your Blood Lord spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Blood Lord spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your WIS modifier Spell attack modifier = your proficiency bonus +

your WIS modifier Spellcasting Focus Your spellcasting focus is dependent on your Blood Lord Choice at 1st Level. A Lord of Bloodlust will use their blood growths as a spellcasting focus. A Lord of Bloodless will use their weapon’s sheathe as a spellcasting focus. A Lord of Bloodletting will use the revolving blood drops in their empty hand as a spellcasting focus. Archetype Spells Bloodlust Lord Spells Blood Lord Level Spells 2nd False Life 3rd Inflict Wounds 5th Body Blades*, Enlarge/Reduce 9th Fear, Vampiric Touch 13th Aura of Life, Freedom of Movement 17th Raise Dead, Seeming

Bloodless Lord Spells Blood Lord Level Spells 2nd Hunter’s Mark 3rd Command 5th Blur, Sinister Surroundings* 9th Blink, Wind Wall 13th Barrier Reaver*, Death Ward 17th Legend Lore, Bigby’s Hand

Bloodletting Lord Spells Blood Lord Level Spells 2nd Bloodburn* 3rd Hellish Rebuke 5th Elude Blow*, Cloud of Daggers 9th Counterspell, Revivify 13th Agitate Wounds*, Mordenkainen’s Private Sanctum 17th Rain of Blood*, Hold Monster

Blood is Power: Fuel At 2nd level, you have gained more insights into the blood you gather and use. You may spend Blood drops in order to enhance your speed and power temporarily, as your body can only handle so much at a time. At the start of your turn, you may choose a number up to your Wisdom Modifier to add to your attack rolls for that turn, you must expend an amount of Blood Drops equal to 2 * the number chosen. You may use this ability a number of times equal to your Constitution modifier, you regain all uses of this ability after a short or long rest. You also gain additional ways to use this “Fuel” depending on your archetype. Bloody Aura At third level, the Blood Lord emanates an aura of flowing blood. The Blood Lord gains proficiency in Intimidation as well as advantage on Intimidation rolls made within 10 feet of the target. The downside to having an aura such as this is that people can tell that there is someone in the area. The Blood Lord has disadvantage on stealth rolls while within 30 feet of any hostile creature. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Share the Blood When you reach 6th level, during a short rest you may spread your blood drops over the party. Party members, including you, gain 1 temporary hit point for every blood drop spent. These Temporary hit point(s) fade away at the next short or long rest. Blood is Power: Refined Fuel When you reach 10th level you have found ways to refine the blood used for Blood is Power: Fuel, enabling improvements into its uses. You no longer can choose between the Blood is Power: Fuel feature and the variations in the archetypes. Now you get both benefits. You gain the damage modifier to attack rolls as well as what your archetype grants you. Spatter Expert When you reach 11th level you have witnessed so much carnage that your heart and mind become immune to its effects as well as enabling you to step into the shoes of someone who has killed. You can no longer become frightened and you have advantage on saving throws against magical charm effects. You can also take 1 minute to meditate on a dead creature to discern the details surrounding its death. Baleful Blood When you reach 14th level your blood has become so altered that it even attacks those which harm the Bloodlord, it attempts to eat away at enemies trying to get to their blood to absorb it! When you are hit by a melee attack, the creature attacking you must make a Dexterity saving throw equal to your Spell Save DC. On a successful saving throw the creature must move 5 feet away from the Bloodlord, but if they fail the saving throw they take 1d4 + your constitution modifier as acidic damage. This damage is doubled if your constitution is higher than their AC. Blood is Power: Strand of Essence When you reach 15th level you have started down the road to forming your Blood Essence. These insights cause subtle changes in your body based on your archetype. Blood Ties When you reach 18th level your Share the Blood ability is strengthened! The temporary hit points gained per blood drop is doubled for party members, as well as you. While a party member has these temporary hit points they may use your Constitution Modifier instead of theirs. If these temporary hit points would be lost while in combat, the Bloodlord may choose to have the damage split evenly between the ally being hit and the Bloodlord. In addition to this ability, when the Bloodlord is injured in this way the Bloodlord may choose to have the blood used for the temporary hit points on their ally to cause a backlash on the attacker. The attacker must make a Dexterity saving throw equal to your Spell Save DC. On a successful saving throw the attacker is startled and cannot attack for the rest of their turn. On a failed saving throw, if the attacker is within 15 feet of either the Bloodlord or the injured ally, they will take Xd4+ your constitution modifier as acidic damage. X is equal to the 2x the Number of temporary hit points lost on the attack. These hitpoints must be temporary hit points gained from the Share the Blood Ability.

Archetypes This paragraph explains the different archetypes available to the class, what those archetypes specialise in, and what choosing that archetype means for a character. Bloodlust Here you can provide an overview of the archetype. Blood is Power: Blood Growths At 1st level you start to understand how blood can be used to strengthen and empower your body. Blood Lords that are on the path to becoming a Lord of Bloodlust will absorb their Blood Drops into their body.You are considered to have proficiency with your unarmed strikes. If you used the attack action to attack with your unarmed strikes, then you may use your bonus action to attack with an unarmed strike. You use a Blood Drop to gather and condense the blood near your hands in one of the following forms permanently: Thick Hands: A red glow emanates from your hands which grow in size and strength allowing you to potentially rip pieces of flesh from your foes. Depending on how well you can control your blood you can increase its power. Your Unarmed damage is upgraded into a 1d4 + your Wisdom Modifier dealing bludgeoning damage.

Sharpened talons: Red lines streak throughout your arms and merging on each of your fingernails equally. The power of these lines depend on how well you can control your blood. Your Unarmed damage is upgraded into a 1d4 + your Wisdom Modifier dealing slashing damage.

Hungry Hands: The color fades from your hands as two scar like formations appear on your palms. These “scars” open up to reveal a blood red mouth filled with sharp and vicious teeth. The length and number of teeth are determined by your control of blood. Your Unarmed damage is upgraded into a 1d4 + your Wisdom Modifier dealing piercing damage

At levels 5, 11, and 17 your Unarmed strike die are upgraded into 1d6, 1d8, and 1d10 respectively. Fuel When you gain Blood is Power: Fuel, instead of using the Blood Drops to influence your attack rolls you may cause the blood drops inside of your Blood Growths to cause transformation cycle(s) which last until the end of your turn. The number of cycles depends on the number of blood drops which are used to cause such transformations. The number of Blood Drops spent to cause these transformations are the same as the formula for Blood is Power: Fuel (2 * number chosen (up to wisdom modifier)) EG: If you spent 4 Blood drops to activate this ability, the number of cycles would be 2. Blood Growth Evolution: If you have the Thick Hands Blood Growth, then the transformations will cause your hands and arms to grow in size and bulge with muscles as well as causing a red fog to emanate from them as well. While transformed you have advantage in grapple checks. If you successfully grapple an enemy, you may as a bonus action end the grapple and rip the flesh from their body. The damage from this is equal to 1d6 + Strength modifier (bludgeoning). For each transformation cycle add a 1d4 die to that damage roll. Additionally each transformation cycle adds a 1d4 die to your unarmed strikes.

If you have the Sharpened Talons Blood Growth, then the transformations will cause your nails (talons) to grow in size and length. If one would look closely at these talons they could almost swear that there was blood dripping from the talons. For each transformation cycle gain 2.5 feet of reach for unarmed strikes, rounded down. In addition to increased reach, for each transformation cycle, your unarmed strikes will deal an additional 1d4 slashing damage. Due to the increased size and length of your talons, making them unwieldy, all attack rolls while transformed are made with a -1 modifier to hit for each transformation cycle.

If you have the Hungry Hands Blood Growth, then the transformations will cause not just your hand to fade to white, but also your arms, while the mouths on your palms become a brighter red color which almost seem to cause enemies blood to move towards it. While transformed you may as a bonus action, allow the power of your Hungry Hands pull enemies within 20 feet towards you by 5 feet if they fail a strength saving throw equal to your spell save dc. Your unarmed strikes deal an additional 1d4 for each transformation cycle, as well as giving you temporary hit points equal to your Blood Lord level plus 1 for each transformation cycle. Drunk on you At 6th level the taste of blood on your tongue is better than any drug. You even start to react to the taste alone. When you reduce a creature’s hit points to 0 and choose to kill it, your mouth meets their neck as you savagely bite into it and consume the blood. As the blood pours over your face and body, creatures who have visibility of this must succeed on a Charisma saving throw or become Frightened of you. You are immune to Charm and Frighten effects as well as gain an additional 10 feet of movement speed per creature drained by you. These bonuses last until you fail to move towards a hostile creature or exit combat. Excited Aura At 8th level your happiness from consuming blood is contagious! Whenever you collect a blood drop any non-hostile creature within 10 feet of you gains 5 movement speed and +1 to attack rolls. These bonuses last until the end of their next turn. These bonuses also apply to you and give you 1 temporary hit point as well.

Refined Fuel: Thick Hands: The transformations also encompass your legs making them grow in size and bulge with muscles. Your movement speed is doubled. The damage dice from the grapple and tear bonus action previously listed under FUEL as a 1d6 + Strength modifier (B) is upgraded into 1d8 + Strength modifier (B). The additional damage die for each transformation cycle is upgraded from a 1d4 into 2d4. If an enemy is grappled by you at the start of their turn they take 2d6 + the Blood Lord’s Strength modifier as bludgeoning damage.

Sharpened Talons: Your control over your talons increases, allowing you to break off your talons on enemies as you attack them. When you successfully make an attack while transformed, your talons break off at the area which hit the enemy. Any reach you had past that target is lost, however your talons are still swiping! Your attack action is an AoE cone shaped attack spreading out from you. The length (reach) of this cone is equal to your reach, while the width of the cone is equal to 3 * number of transformation cycles in feet. You will swing from one side or the other (your choice) and after the first creature is hit you will lose any reach at that target and beyond allowing you to only hit the next target it if it is closer than the first target hit and so on. If you miss the first target, your talons will not break off allowing you to retain your reach until the next target is hit, individual attack/damage rolls are needed for each target creature. You may choose to use both your main action and bonus action to swipe with both hands where you will attack from both directions simultaneously (2 attacks). Also the additional damage for your unarmed strikes is upgraded from 1d4 per transformation cycle to 2d4 (S).

Hungry Hands: The distance for your hungry hands “pull” is upgraded from 20 feet to 30 feet. The damage die for each transformation cycle is upgraded from 1d4 to 2d4 (P). If you have two attack actions, you may choose to spend both attacks on one target creature with both hands simultaneously, you may attempt to have your Hungry Hands bite the target creature in two and swallowing both pieces into the blood voids of your hands. If these attacks hit then the target creature must make a Strength or Constitution saving throw with the dice check being 10 + Number of Transformation cycles. On a successful save the target creature only takes normal damage from your attacks, on a failed save the target creature is torn in two and consumed by your hands, killing the target creature. The target creature is only torn in two and consumed if they are up to one size larger than you. If the creature is larger than that, the target creature will recieve a stack of Rupture instead of being torn in two. Each stack of Rupture reduces their size by one for the purposes of this tear and consume ability. If the target creature is consumed by your hands, you gain temporary hit points equal to half of the target creature’s maximum hit points. Blood is Power: Strand of Essence Bloodlust: The sheer amount of Blood absorbed into your body has caused subtle changes. Your body has grown immeasurably tougher and you can almost see a vague form of spikes and thorns made of blood coming out of your body. They waver and shimmer almost like barely perceptible mirage. Your unarmored defense is equal to 10 + Strength modifier + Wisdom Modifier. Blood is Power: Blood Essence When you reach 20th level, your strand of Blood essence has fully formed causing your strand to solidify and become empowered. The vague form of spikes and thorns covering your body become less illusory and more corporeal. They solidify into blood spikes and thorns protruding from your body. Add 1d8 to your unarmed strikes. You also gain access to Essence Fuel. Essence Fuel Thick Hands: The damage dice is upgraded from 1d8 + strength modifier to 2d6 + Strength modifier. Additional damage die for each cycle is upgraded from 2d4 to 3d4. If the enemy is either grappling you or is grappled by you at the start of your turn they take 2d8 + Strength modifier. Your hands grow to an enormous size, as well as the other muscles in your body. Your size is increased by one. You are also able to grapple a creature 2 sizes larger than you with disadvantage.

Sharpened Talons: The additional damage for your unarmed strikes is upgraded from 2d4 to 3d4 per transformation. Any creature damaged by you is vulnerable to blood poisoning caused by your blood talons. They must make a constitution saving throw equal to your spell save dc + number of transformations. On a failed saved they will take Xd10 poison damage and be poisoned, where X is the number of transformations. On a successful save they will take half damage and not be poisoned.

Hungry Hands: Distance for your "pull" is upgraded from 30 feet to 40 feet. Damage die is upgraded from 2d4 to 3d4 for each transformation cycle. You can cause the mouths on your hands to move elsewhere on your body. If you are grappling or are grappled by an enemy, both of your attack actions for your rip and consume are made with advantage. You able to use your rip and consume ability with one hand (one attack action) to swallow creatures up to one size smaller than you and consume them whole.

Bloodless Here you can provide an overview of the archetype. Blood is Power: Blood Bestowal At 1st level you realize that if inanimate objects had blood wouldn’t they grow in power as well? You know that for a weapon to absorb such blood it would have to be imbued with it at its creation, but if you have the scabbard absorb the blood wouldn’t you gain the same effect? Blood Lords that are on the path to becoming a Bloodless Lord will have their Blood Drops be absorbed into their weapons sheathe.You magically bond a weapons scabbard to yourself with your own blood. The ritual takes one hour to cast and may be done during a Short Rest, during which you must allow your scabbard to fully absorb your blood. The ritual is completed after your blood has been fully absorbed, bonding it to you. Once you have bonded a scabbard to yourself, you can't be disarmed of that scabbard unless you are incapacitated. If it is on the same plane of existence, you can summon that scabbard as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded scabbards, but can summon only one at a time with your bonus action. If you attempt to bond with a third scabbard, you must break the bond with one of the other two. As a result of your bond, your scabbard is considered a club and you may wield it as such. Fuel When you gain Blood is Power: Fuel, instead of using the Blood Drops to influence your attack rolls you may cause the Blood Drops inside your scabbard to harden into tiny grindstones (Bloodstones) made of blood which can gift the power of blood to a weapon sharpened by these stones for a short time. This power dissipates at the end of your turn. The number of Bloodstones gifted depends on the number of blood drops which are emanating. The number of Blood Drops spent to establish the number of Bloodstones is the same as the formula for Blood is Power: Fuel (2 * number chosen (up to wisdom modifier)) EG: If you spent 4 Blood drops to activate this ability, the number of bloodstones would be 2. Scabbard of Blood Edges: As an interact with objects action you slowly but steadily sheathe your weapon into the Scabbard, thereby using the Bloodstones to imbue a Blood Edge onto the blade. For each Bloodstone used to imbue a Blood edge onto the Blade, the blade gets an extra 1d4 slashing/piercing (dependent on the weapon’s original type of damage) that gets added to the next attack with that weapon on the same turn. If the Blood Edge attack is successful and you are wielding your scabbard as a weapon, you also attack with the remaining power of the Bloodstones in your scabbard, dealing half the damage dealt by the Blood Edge attack rounded down. If you choose to do this you will be left completely defenseless until the end of your next turn, all attack rolls against you have advantage until the end of your next turn. Blood honed At 6th level your scabbard has received a level of nourishment that you are starting to see its rewards. Your scabbard has grown surprisingly stronger and has even honed it’s own edge! Your scabbard is now considered a Longsword without the Versatile tag. Additionally, whenever you collect a Blood Drop from an enemy you gain a +1 to all attack and damage rolls made with your scabbard until the start of your next turn. Cutting Aura At 8th level your scabbard emanates a blood aura so intense that tiny slivers of blood can cut those who stay too long in close proximity to it. Any hostile creature that ends its turn within 10 feet of the scabbard takes 2d4 + the current number of Blood Drops in the Scabbard. This aura is visible to enemies as well, they see thin red colored wisps in the vicinity of the scabbard. Refined Fuel The damage die for each bloodstone is upgraded from 1d4 to 2d4. The damage bonuses from Bloodstones apply to all attacks made that turn instead of just the first attack. You are now able to retain your defenses when you expend the power from your scabbard, enemies no longer have advantage on attacks against you after you expend the power from your scabbard. The energy on your Blade is able to slash through space and create waves of blood traveling at a target creature. Your weapons are capable of attacking enemies within 20 feet of you. Blood is Power: Strand of Essence Your body is almost completely devoid of blood at this point, how it is still fully functional is a mystery to others. Your “Blood Scabbard” has absorbed such an amount of your blood that it is almost an extension of your body itself, you can even make slight alterations to it when necessary. Your critical strikes occur when you roll a 19 as well as a 20. When any attack made with your Scabbard would miss, you may add a number equal to your Dexterity Modifier. If this addition of your Dexterity Modifier would cause the attack to hit, you weaken the creature’s body and cause their AC to be reduced by your proficiency bonus until the end of your turn. You may only add your Dexterity modifier to misses a number of times equal to your Proficiency bonus per long rest.

Blood is Power: Blood Essence When you reach 20th level, your strand of Blood essence has fully formed causing your strand to solidify and become empowered. Your critical strikes occur when you roll an 18-20. Your scabbard is now considered a 2d8 longsword. You also gain Essence fuel. Essence Fuel Each bloodstone is upgraded from a 2d4 to a 3d4. The damage bonuses bonuses apply to not just your weapon, but also your scabbard. Your attacks attempt to absorb all blood near it when you strike out with your weapons. When you attack an enemy, they must make a constitution saving throw equal to your spell save DC + number of bloodstones used. On a successful save they stumble back 5 feet in the direction they choose, in attempts to recover from what just happened. On a failed save, they take damage equal to half the damage dealt from your attack rounded up. If the enemy fails the saving throw, the Bloodlord gains a number of blood spots equal to the number of bloodstones created. Bloodletting Blood is Power: Let it flow At 1st level you are enchanted by the flow of blood inside of the body, if only you could see that flow outside as well. You long to see blood free from such restraints, but who would let such a thing happen to their own blood? Blood Lords that are on the path to becoming a Lord of Bloodletting will have their Blood Drops revolve in a circle in an empty hand of the Blood Lord, if there is no empty hand the Blood Drops will disperse. Perhaps if one didn’t care about superficial wounds… When you would succeed on hitting a creature with either slashing or piercing damage you may choose to spread the size of the wound and decrease the severity of the blow. When you choose to do this you would instead deal no damage and inflict that creature with Bleeding. Bleeding counts as the Blood Lord dealing the damage for the purposes of collecting a Blood Drop. A creature may be inflicted with multiple instances of bleeding equal to your Dexterity modifier. At the start of a Bleeding creature’s turn, it takes damage equal to your Dexterity modifier for each instance of Bleeding. This damage increases to twice your Dexterity Modifier at 5th level, and three times at 10th level. At the end of a Bleeding creature’s turn, it must attempt a Constitution saving throw (DC equal to 8 + your Proficiency Bonus + your Dexterity Modifier). Additionally, as an Action, a Bleeding creature can attempt a Medicine check against the same DC to bind its wounds. If the saving throw is successful the creature loses a stack of bleeding, if the Medicine check is successful the creature loses half of their Bleeding stacks rounded down. Fuel When you gain Blood is Power: Fuel, instead of using the Blood Drops to influence your attack rolls you may merge the spent Blood Drops together and harden forming Blood Shards which crumble into dust at the end of your turn. The number of Blood Drops spent to create each Blood Shard is the same as the formula for Blood is Power: Fuel (2 * number chosen (up to wisdom modifier)) E.G. If you spent 4 Blood drops you would create 2 Blood Shards. These Blood Shards hover above the same hand that your Blood Drops would. Powered Blood Drops: As an attack action you may send all your Blood Shards flying at a targeted enemy, due to their size and speed they will have different modifiers at different ranges. If the target is within 5 feet of you the Blood Shards are given advantage, <10 feet are normal attacks, and >10 feet are made with disadvantage. Each Blood Shard deals 1d4 Piercing damage. The blood is the body When you reach 6th level you attain enlightenment regarding how the body traps the blood and how you can reverse these roles. Without the Blood the body is nothing but a vessel, but what if the Blood refused to bend and move? Wouldn’t the Body be unable to bend and move as well? When you attack you may expend a Blood Drop to fuel this enlightenment. If you do so, and spend a Blood Drop, you cause the Blood in an opponent’s body to react. The target creature must make a Constitution saving throw equal to your Spell save DC. On a successful save, the target creature becomes sluggish halving its movement speed until the end of its next turn. On a failed save, the target creature’s blood freezes up granting this attack advantage and causing the target creature’s movement speed to be reduced to 0 until the end of its next turn. You may only use this ability 3 times per long rest. Improved Blood Flow Aura At 8th level you insights into the flow of blood allows you to passively influence the blood in those around you. All hostile creatures within 10 feet of you have disadvantage on Constitution saving throws as well as interrupted the concentration required in some spells. All allies within 10 feet of you have advantage on Constitution saving throws as well as resistance to poison and necrotic damage. Refined Fuel Your control over each bloodshard grows stronger. The blood shards go from 1d4 per Bloodshard to 2d4 (p) damage. Also due to your heightened control over these bloodshards you are able split the number of daggers up in order to attack multiple target creatures. If you choose to attack multiple creatures, their blood is linked with each other’s. While enemies have their blood linked, any damage done to one creature is split evenly amongst all of them. This effect lasts until the start of your next turn.

Blood is Power: Strand of Essence Your blood starts to flow in an unprecedented fashion, causing your speed and attacks to be faster. Your movement speed is increased by 10 feet and when you are targeted by an enemy attack you may cause your blood to flow in a chosen direction to “push” your body unnaturally fast in that direction. When you are targeted by an enemy attack you may, as a reaction, use your Strand of Essence to move away from the attack up to 5 feet, causing it to be made with disadvantage. You may of course instead of dodging out of the way with this reaction, choose to move towards the enemy (as long as they are within 10 feet). If you choose to move towards the enemy, they fail to deliver the full force of the blow, instead only dealing half damage to you and they must make a Strength saving throw equal to or greater than your Spell Save DC. If they succeed on the saving throw their hands are jarred and any future attacks they make during their turn are made with disadvantage. If they fail, then they are knocked prone. You may only use this ability a number of times equal to your Wisdom modifier. You regain half of the uses, rounded down, at a short rest. You regain all uses at a long rest. Blood is Power: Blood Essence When you reach 20th level your strand of Blood essence has fully formed causing your strand to solidify and become empowered. When an enemy's movement is impaired while within 15 feet of you, you start to anticipate their agony. You gain +2 to attacks made against enemies with 15 feet of you whose movement is impaired. You also gain access to Essence Fuel. Essence Fuel Blood shards are upgraded from 2d4 to 3d4. After you attack with your blood shards, they do not crumble away immediately. Your blood shards are linked thoroughly, and as such after you attack with them they liquify and form millions of tiny blood threads linking to each other, as long as they are within 20 feet of each other. This causes the area in between these daggers (20 foot radius sphere) to be a Bloodtrap for enemies. Enemies in this area must make an initial dexterity saving throw or become grappled by these threads. On a successful saving throw they lose half their movement speed until the end of their turn. In addition to this, every time the enemy attacks or moves 5 feet they must make this saving throw again. Any enemy grappled by these threads have a lingering blood aura on them causing them to become Bloodlinked with enemies who have been grappled by these threads or are currently grappled by them, as well as enemies hit by your blood shards. Additionally, the Bloodlink status caused by this Bloodtrap last until the start of their next turn outside of this Bloodtrap area.

New Spells Bloodburn 1st-level necromancy (hemomancy) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must expend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d8 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Body Blades 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (two sharp pieces of metal) and a shard of bone. Duration: 1 minute Dagger-like growths grow out of your body, passing harmlessly through any clothing or armor you wear. You gain +1 AC. If you grapple anyone or are grappled, you do 2d4 + your spellcasting ability bonus in piercing damage. The growths are metallic-looking but are not made of metal and cannot be affected by spells that affect metal. Sinister Surroundings 2nd-level illusion Casting Time: 1 minute Range: Self (2-mile radius) Components: V, S Duration: 1 month The land within the radius around you becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in anyway; it merely becomes foreboding and gloomy. Non-evil creatures are at disadvantage when saving against being frightened while in this area. Elude Blow 2nd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 30 feet of you being attacked Range: 30 feet Components: V, S Duration: 1 round An attacker whom you see is about to strike at someone with a melee weapon attack is made to miss their attack. If the attacker has advantage on that attack roll, they may still attack, but normally. Barrier Reaver 4th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a small metal key) Duration: 1 round You can force an opening in one magical barrier within range, including spells such antimagic field, prismatic wall, wall of fire, wall of stone, and so on. You automatically open a hole in any barrier created through a spell of 4th level or lower. For a barrier created with a higher-level spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, a hole appears. Until the end of your next turn, you and other creatures may walk through the hole, cast spells through it, attack through it, and so on. At the end of your next turn, the hole closes, inflicting 4d6 force damage on any creature still in the hole and shunting the creature either inside or outside the wall (50% chance of either). Agitate Wounds 4th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a small metal key) Duration: 1 round You can force an opening in one magical barrier within range, including spells such antimagic field, prismatic wall, wall of fire, wall of stone, and so on. You automatically open a hole in any barrier created through a spell of 4th level or lower. For a barrier created with a higher-level spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, a hole appears. Until the end of your next turn, you and other creatures may walk through the hole, cast spells through it, attack through it, and so on. At the end of your next turn, the hole closes, inflicting 4d6 force damage on any creature still in the hole and shunting the creature either inside or outside the wall (50% chance of either). Rain of Blood 5th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a vial of fresh blood) Duration: 1 minute A storm of sticky, life-leeching, brilliant red blood appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 necrotic damage on a failed save, or half of much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.