Blood Sworn A shadow steps from a dark corner holding a hand outstretched toward a pair of oblivious guards. He tightens it into a fist and tears the very blood from one. Before the body hits the ground the figure molds the blood into a sharp knife and sends it into the other. A surrounded figure pulls his own blood from his veins, and forms them into twin rapiers. He delivers a flurry of blows too fast to follow, flashing with a magical glow. He harvests the blood of his enemies as they fall, only feeding it into his strength. A hooded figure pulls several bloodred crystals from a pouch at his side. He whispers words over them and they begin to glow. They liquify and coalesce into a long thin lance that lifts out of his hands and burns with a dark energy. It launches towards his foe with lethal precision. How the Blood Sworn works Instead of the standard straightforward progression path, this class uses a free form skill point progression. At every level, the player gains three skill points to be used in each of the six skill paths. The six skill paths are: Blood creation, blood orb, body, health, blood magic, ability score improvements/feats. Skills in the paths must be purchased in order. The first skill of each path does not cost skill points. Some skills are locked by level for balancing purposes, and this does block the progression of certain skill paths until the level requirements are met. Blood Sworn Level Proficiency Bonus Features 1st +2 Blood Oath, +3 Skill points 2nd +2 +3 skill points 3rd +2 Blood Path Choice, +3 skill points 4th +2 Ability Score Improvement unlocked, +3 skill points 5th +3 Extra Attack unlocked, +3 skill points 6th +3 Blood Path Choice, +3 skill points 7th +3 +3 skill points 8th +3 Ability Score Improvement unlocked, +3 skill points 9th +4 +3 skill pointsm 10th +4 +3 skill points 11th +4 Blood Path Choice, +3 skill points 12th +4 Ability Score Improvement unlocked, +3 skill points 13th +5 +3 skill points 14th +5 +3 skill points 15th +5 Blood Path Choice, +3 skill points 16th +5 Ability Score Improvement unlocked, +3 skill points 17th +6 +3 skill points 18th +6 +3 skill points, Misty Escape unlocked 19th +6 Ability Score Improvement unlocked, +3 skill points 20th +6 +3 skill points Class Features As a Blood Sworn, you gain the following class features Hit Points Hit Dice: 1d10 per Blood Sworn level

1d10 per Blood Sworn 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 Blood Sworn level after 1st Proficiencies Armor: light

light Weapons: Simple, Martial 1

Tools: Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) five javelins or (b) any simple melee weapon

1 writ of your oath Blood Creation Skill Path Progression Level Skill Point Cost Features 1 0 Creation 2 1 d4 Weaponry 3 1 Shield crafting 4 1 d6 Weaponry 5 1 Armor crafting 6 1 d8 Weaponry 7 1 Ranged 8 1 d10 Weaponry 9 1 Magic Weapon 10 1 d12/2d6 Weaponry crafting 11 1 Blood Enhance

Blood Point cost Die size Blood Point cost d4 4 d6 6 Shield 6 Armor 8 d8 8 d10 10 d12/2d6 12 Blood Creation You can impose your will over your own lifeblood. You shape it to your will and imbue it with magical energy to create crystals hard as steel. You may use a bonus action and the required blood points to create melee weapons and armor. A shield made of blood provides +1 AC instead of the normal +2. Blood armor allows you to add your Constitution modifier to your AC and can only be worn if you are not wearing any armor. At the start of each turn while maintaining the blood creation, one blood point per creation must be spent to keep them solid. Blood creations lose their form and melt away as soon as they lose contact with you. Once upgraded with "ranged" you may create ranged and thrown weapons such as bows, javelins, etc. The “ranged” upgrade also allows you to lose contact with your blood creations without melting. Magic Weapon Your attack with blood weapons now count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. Blood Enhance As a bonus action you may spend 10 blood points to give your weapon +1 to hit. You may enhance a weapon up to half your con modifier (round down) number of times. 2

Blood Orb Skill Path Progression Level Skill Point Cost Blood Orb Maximum size 1 0 Blood Points 2 1 5 3 1 10 4 1 15 5 1 20 6 1 25 7 1 30 8 1 35 9 1 40 10 1 45 11 1 50 12 1 55 13 1 60 14 1 65 15 1 70 16 1 75 17 1 80 18 1 85 19 1 90 20 1 95 21 1 100 Blood Points You can gather blood as it is spilt. For every 2 slashing, or piercing damage you deal to yourself or others you gain 1 blood point. These blood points can be used for multiple different features later. Blood Orb You coalesse the blood you gather into an orb the floats near you. You can use this blood instead of your own hitpoints in blood creation. The amount of blood you can hold is outlined in the blood orb progression table. This blood becomes useless one hour after being drawn. Body Skill Path Progression Level Skill Point Cost Features 1 0 Unholy Body 2 1 Darkvision 3 1 Fighting Style 4 1 Extra Attack 5 1 Blood Tracking 6 1 Pure Blood/ Undead Killer (lvl 6) 7 1 Additional Proficiencies 8 1 Quick Reflexes 9 1 Bodily Enhance/ Blood Sense 10 1 Improved Critical 11 1 Blood Frenzy 12 1 Misty Escape (lvl 18) Darkvision You gain superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Fighting style You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you 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. This does not work with blood armor. Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. 3

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. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Spear Stance: When you use the attack action and attack with only a spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack, and deals 1d4 bludgeoning(from Polearm Master)

When wielding only a spear and wearing light armor, you gain a +1 to AC and a +1 bonus to damage rolls with that weapon(does not get applied to above 1d4 bonus action attack). Extra Attack You can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Blood Tracking You gain advantage on perception or nature checks to track a bleeding creature. If you have some of a creature’s blood, you can track that creature to within a mile of its current location. Pure Blood If a blood creation is made using only your own blood, it is considered a pure blood weapon. This means that it counts as a magical weapon, the damage die is one level higher (1d6 if originally 1d4, etc.), and gains an additional 1d4 of the weapon’s damage type. Undead Killer All damage you deal with your blood weapons to undead creatures counts as radiant damage instead of their normal damage type. Extra Profieciencies You may choose two additional proficiencies. Quick Reflexes You may take an additional reaction per round. Bodily Enhance As an action you can spend 10 blood points to add +1 to a Strength or Dexterity ability check. You may do this up to your Constitution modifier number of times per check. Blood Sense As an action you can hone your senses to a degree that allows you to sense the blood of creatures within 30 feet of you even if they are invisible. Improved Critical Your weapon attacks score a critical hit on a roll of 19 or 20. Blood Frenzy After killing a creature with a blood weapon, you gain a +1 to damage with that weapon. This stacks up to 3 times. Misty Escape When you drop to 0 Hit Points, you transform into a cloud of mist (detailed below) instead of falling unconscious. While you have 0 HP in mist form, you can't revert to your original form, and you must reach a safe place within 2 hours or be destroyed. Once in a safe place, you revert to your original form. You are then Paralyzed until you regain at least 1 HP. After spending 1 hour in a safe place with 0 HP, you regain 1 HP. While in mist form, you can't take any Actions, speak, or manipulate Objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a 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. Health Skill Path Progression Level Skill Point Cost Features 1 0 Unholy Healing 2 1 Quick Recovery 3 1 Infectious Blood/ Cleanse Blood (lvl 3) 4 1 Durable 5 1 Blood Rejuvenation 6 1 Failsafe 7 1 Mental +1 8 1 Physical +1 9 1 Mental +1 10 1 Tough Skinned Unholy Healing You cannot be healed by divine or magical healing. You can only recover HP from your own abilities, or rests. Quick Recovery As an action, you can spend a hit die to roll and heal the roll + constitution modifier hit points. You can do this up to your constitution modifier number of times per long rest. Infectious Blood As a reaction to taking poison damage, you may spend blood points equal to the poison damage to redirect it into your next attack. 4

Cleanse Blood As an action you can end one of the following status conditions or a disease from you or an ally, paralyzed, poisoned, stunned. Durable When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Blood Rejuvenation WIP Failsafe By spending 5 blood points, you may roll a d4 and add the result to a saving throw Tough Skinned Resistance to slashing and piercing damage from nonmagical weapons.

Blood Magic Skill Path Progression Level Skill Point Cost Features 1 0 Spell Casting 2 1 Blood Draw 3 1 Blood Spells 1 4 1 Bleed Them Dry 5 1 Blood Spells 2 6 1 Blood Curse 7 1 Blood Attack 8 1 Blood Spells 3 9 1 Blood Overflow 10 1 Blood Puppet/ Mass Draw (lvl 15) 11 1 Bloodthirsy Blade Spell Casting WIP Blood Draw As an action you target a creature within 30 feet. It must make a constitution saving throw taking 1d10 damage on a fail, half as much on a success. All damage done by this attack is converted into blood points. This damage increases at later levels. Any creature that does not have blood is immune to this attack. Blood Spells WIP Shower of blood: For every 4 blood points you spend you deal 1d4 damage and may affect one additional 5 foot square. All the affected squares must be connected. Damage split evenly among all affected. Blood lance: For every 8 blood points spent add 1d8 to the damage. Affects one target. Impaling spike: You can spending six blood points per five foot square (up to Con modifier) within 15 feet if you. Any creature within those squares must make a dexterity saving throw or take 1d6 piercing damage. On a success the target takes half damage. Blood storm(50bp): 10 foot radius sphere centered on you. 1d4 piercing damage to all creatures within. Each turn that a creature is injured by this storm add 1d4 to the damage. The storm lasts for one minute, even if the caster falls unconscious. Bleed Them Dry As a reaction to a creature within 30 feet of you taking piercing or slashing damage, you may add 1d4 necrotic damage to the attack. You gain gain blood points equal to necrotic damage dealt with this roll. Blood Curse As an action you hone in on a single creature’s blood and magically link it to your own. For the next minute, any damage the cursed creature deals to you is also dealt to them. You may only use this feature once per long rest. Blood Attack When you make an attack with a blood weapon, you may spend blood points to deal additional damage equal to blood points spent with a max of 2x your Con modifier. Blood Overflow If your blood orb is full when you gain additional blood points you may immediately spend up to your con modifier of the surplus blood to add damage to the next attack you make with your blood weapon. Blood Puppet WIP Mass Draw When you use your blood draw feature, you may target up to your Con modifier number of targets. Bloodthirsty Blade WIP