The sum of those dice + 5 * Vampire knight level equals to the total of Hit Points in your Bloody Pool. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

You posses a a Bloody Pool of Hit Points that refreshe when you take a long rest. After a long rest, rolls a numbers of d8 equal to half your level of Vampire Knight. You can reroll any dice that lands on a 1.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

You start with the following equipment, in addition to the equipment granted by your background:

At level 13, you can draw Hit Points from that pool for yourself as an bonus action.

Humiliating Blade

From your education with the best fencing masters from Torrezon and because of your taste of domination, you have adopted the Humiliating Blade fencing style to overwhelm the ennemy under a neverending series of blows.

You can draw or stow two one handed weapons when you would normally be able to draw or stow only one

When you engage in Two-Weapon Fighting, you can make the second attack as part of the Attack action instead of using a bonus action.

At 12th level, you can add your attack modifier to the damage of the second attack

Vampiric Ancestry

By 2nd level, you have discovered the strange and dark magic within your blood and you draw power from this strange source.

Cantrips

At 2nd level, you know two cantrips of your choice from the Vampire knight spell list. You learn additional Vampire knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vampire knight table.

Spellslots

That dark energy within your blood is reflected trhough your Bloody Points, with which you can create spell slots. You Start with 5 points, and you gain more as you level in this class as shown in the Bloody points column of the class table.

You regain your spell slots when you finish a long rest. You can regain bloody points during a short rest if you burn your hit dice. For every two hit dice you spend, you loose 2d8 Hit points and you gain half of that sum in the bloody points. You can reroll 1s with no cost.

Spell Point Cost

Spell Level Cost 1 2 2 3 3 5 4 6 5 7 6 9 7 10

Preparing and Casting spells

The above table shows the cost of each spell slot by level you create in order to cast your Vampire Knight spells. You must spend the corresponding bloody points to create a spell slot, and you can't create a spell aboveyour max spell level as shown in your class table.

Creating a spell slot is very taxing in life energy, hence you can only create one 7th level spell slot and one 6th level spell slot.

You must prepare spells from the Vampire Knight spell list, and you can only prepare spells you can cast. When you do so, choose a number of Vampire Knight spells equal to your Charisma modifier + half your Vampire Knight level, rounded down (minimum of one spell).

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vampire Knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Spellcasting Ability Charisma is your spellcasting ability for your Vampire Knight spells, since their power derives from the power of your blood. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your Vampire knight spells.

Sanguinary penance

At 2nd level, when you hit a creature with an weapon attack, you can create as part of the action a spell slot and spend it to further hurt target with necrotic or radiant damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

When you inflict that damage, you can choose to gain a number of hitpoints equal to the damage you have inflicted. You can choose do this once between short or long rests.

Supernatural Swiftness

At 3rd level, when you make an attack roll, you can spend 1d8 hit points to gain a +5 bonus to the roll. If you still have hit points in your Bloody Pool, you can choose to spend those instead of spending your hitpoints.

You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Terrifying Presence

At 3rd level, as an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability 3 times.

You regain one use after a short rest, and all uses after a long rest.

Macabre Resistance

At 3rd level, your vampiric blood which flows into your veins makes you immune to diseases

Sanguinary Alteration

At 4th level, you gain the possibility to alter your spells through the mastery of your blood. You gain the three following Sanguinary Alteration