Martial Archetype

Blood Knight

Blood Knights' origins are always related to vampirism. In some cases, a particularly powerful vampire may use their own blood to empower mortal followers and bodyguards. Given enough time, the ranks of these supernatural warriors can grow into an order of dark knights dedicated to protecting the vampire.

Alternately, spellcasters who live in regions where vampires are a common threat sometimes become familiar enough with the undead and the magics that sustain them to imperfectly replicate vampiric abilities and bestow them upon others. Warriors willing to make the ultimate sacrifice to defend their lands from the plague of undeath willingly volunteer to be subjected to profane rituals that involve the drinking of recently collected vampire blood.

Though normally the drinking of a vampire's blood would be enough to turn someone into a vampire themselves, the magic that creates Blood Knights alters this process, keeping the imbiber in a curious state between life and death and unlocking latent magical potential within them. However, the process is far from perfect and has killed as many would-be Blood Knights as it has created.

In either case Blood Knights are given a wide berth by the common folk. Those that serve vampires are outright feared for obvious reasons. Those who fight against the undead are tolerated out of necessity, but eyed with suspicion and spoken of in accusatory whispers. It is not unheard of for Blood Knight orders to rise up and rid a land of vampires, only to then seize power for themselves.

Blood Knights draw on the dark power in their blood to replicate spells from the schools of magic that come most naturally to them: enchantment and necromancy. Like vampires, Blood Knights are deceptively charming and have an air of otherworldly confidence. When angered this charm gives way to a terrifying rage as they use their powers over life and death to empower their weapons and steal the very life from their foes.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells through the dark power coursing through your veins.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Blood Knight 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 level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known. You know three 1st level wizard spells of your choice, two must come from the enchantment and necromancy spell schools. The third spell can be from any wizard school of magic.

Blood Knight Spellcasting

—Spell Slots per Spell Level—

Fighter

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

The Spells Known column of the Blood Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or necromancy 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.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or necromancy spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your wizard spells, since you cast spells by using using force of will to draw on your inherent supernatural power. You use your Charisma whenever a spell refers to your spellcasting ability.



Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Dark Metamorphosis

Beginning at 3rd level you gain darkvision with a range of 60 feet. If you already have darkvision, it is extended by 60 feet. You also undergo one minor physical transformation. Your canine teeth may grow longer, your skin may become paler, or your eyes may become wolf-like.