Drackolus
2015-08-12, 04:50 PM
A friend of mine wants to make a character loosely inspired by the Dark Knight of the Final Fantasy series, who used their health to fuel their attacks. Starting with that idea, I made this archetype for the Fighter. This is my second iteration after receiving great feedback from my older post (On the wrong board :smallredface:). Feedback/ideas/criticisms/improved wording greatly appreciated! :smallbiggrin:
___Sanguine Warrior____
The Sanguine Warrior is a fighter who manipulates the power of blood to corrupt and debilitate their foes. Willing to use any tactic to attain victory, they've corrupted their own blood with dark magics to amplify their already impressive martial abilities. To them, their lifeforce is simply another weapon in their arsenal.
Blood Magic
When you become a Sanguine Warrior at level 3, you begin to learn magical attacks fueled by your own life force called Blood Strikes.
Absorbing Attacks. Before you make a weapon attack with a melee weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits and deals damage, you are healed for an amount equal to the damage you dealt with a maximum of your constitution modifier.
Blood Strikes. You may learn two Blood Strikes. You learn one more at 7th, 10th, and 15th level. Each time you learn a new Blood Strike, you may replace one you already know with a new one.
Blood Price. In order to use a Blood Strike, you must spend 10 health. You may use these abilities (and pay the cost) before you make a weapon attack roll against a creature. If the attack hits, the ability goes into effect. You can only use one of these abilities per attack, though you may use different ones for each attack if you use extra attacks.
Saving Throws. Many of these attacks require a saving throw to resist it's effects. The DC for these strikes is calculated as follows:
Blood Strike save DC = 8 + your proficiency bonus + your constitution modifier
Bloody Retribution
At 7th level, you can cause your attackers to share your pain. When you are struck by a melee attack, you may use your reaction to cause the attacker to also take the total damage you received back, which is unaffected by resistances or immunities.
Dark Recovery
At 10th level, your second wind becomes more powerful. When you use it, it now heals you for an additional 1d10, and you can use it an additional time before you take a short or long rest.
Bloodthirst
Starting at 15th level, your Absorbing Attacks instead heal you for up to double your constitution modifier.
Grim Focus
At 18th level, creatures have disadvantage on their saving throws to resist your Blood Strikes. In addition, if a Blood Strike adds additional damage dice, the ability adds twice as many dice of that type instead.
Blood strikes
These are the abilities available for the Sanguine Warrior to learn. They are presented in alphabetical order, with their HP cost in parenthesis.
Disurpting Strike. If this attack causes the creature to make a concentration saving throw, they make it at disadvantage.
Corrupting Strike. The creature must make a constitution save or begin rotting from the inside. At the beginning of each of it's turns, it takes 1d8 necrotic damage. It may then repeat the saving throw. This effect continues until the target reaches 0 hit points or succeeds the saving throw.
Crippling Strike. The subject of this attack's speed drops to 0 and cannot gain any increases to their movement speed until the beginning of the turn after your next turn.
Dark Strike. The creature takes an additional 2d6 necrotic damage.
Dazing Strike. The creature must make a wisdom save. If they fail, attack rolls against the target before the beginning of your next turn have advantage.
Draining Strike. The creature deals only half damage with weapon attacks. At the end of each of it's turns, it can make a constitution saving throw to end this effect. On a success, the effect ends.
Spreading Strike. Creatures of your choice within 5 feet of the creature you hit make a dexterity saving throw. They take 1d8 necrotic damage on a success, or half that on a failure.
Venomous Strike. The creature must make a constitution saving throw or become poisoned until the beginning of your turn after your next turn.
___Sanguine Warrior____
The Sanguine Warrior is a fighter who manipulates the power of blood to corrupt and debilitate their foes. Willing to use any tactic to attain victory, they've corrupted their own blood with dark magics to amplify their already impressive martial abilities. To them, their lifeforce is simply another weapon in their arsenal.
Blood Magic
When you become a Sanguine Warrior at level 3, you begin to learn magical attacks fueled by your own life force called Blood Strikes.
Absorbing Attacks. Before you make a weapon attack with a melee weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits and deals damage, you are healed for an amount equal to the damage you dealt with a maximum of your constitution modifier.
Blood Strikes. You may learn two Blood Strikes. You learn one more at 7th, 10th, and 15th level. Each time you learn a new Blood Strike, you may replace one you already know with a new one.
Blood Price. In order to use a Blood Strike, you must spend 10 health. You may use these abilities (and pay the cost) before you make a weapon attack roll against a creature. If the attack hits, the ability goes into effect. You can only use one of these abilities per attack, though you may use different ones for each attack if you use extra attacks.
Saving Throws. Many of these attacks require a saving throw to resist it's effects. The DC for these strikes is calculated as follows:
Blood Strike save DC = 8 + your proficiency bonus + your constitution modifier
Bloody Retribution
At 7th level, you can cause your attackers to share your pain. When you are struck by a melee attack, you may use your reaction to cause the attacker to also take the total damage you received back, which is unaffected by resistances or immunities.
Dark Recovery
At 10th level, your second wind becomes more powerful. When you use it, it now heals you for an additional 1d10, and you can use it an additional time before you take a short or long rest.
Bloodthirst
Starting at 15th level, your Absorbing Attacks instead heal you for up to double your constitution modifier.
Grim Focus
At 18th level, creatures have disadvantage on their saving throws to resist your Blood Strikes. In addition, if a Blood Strike adds additional damage dice, the ability adds twice as many dice of that type instead.
Blood strikes
These are the abilities available for the Sanguine Warrior to learn. They are presented in alphabetical order, with their HP cost in parenthesis.
Disurpting Strike. If this attack causes the creature to make a concentration saving throw, they make it at disadvantage.
Corrupting Strike. The creature must make a constitution save or begin rotting from the inside. At the beginning of each of it's turns, it takes 1d8 necrotic damage. It may then repeat the saving throw. This effect continues until the target reaches 0 hit points or succeeds the saving throw.
Crippling Strike. The subject of this attack's speed drops to 0 and cannot gain any increases to their movement speed until the beginning of the turn after your next turn.
Dark Strike. The creature takes an additional 2d6 necrotic damage.
Dazing Strike. The creature must make a wisdom save. If they fail, attack rolls against the target before the beginning of your next turn have advantage.
Draining Strike. The creature deals only half damage with weapon attacks. At the end of each of it's turns, it can make a constitution saving throw to end this effect. On a success, the effect ends.
Spreading Strike. Creatures of your choice within 5 feet of the creature you hit make a dexterity saving throw. They take 1d8 necrotic damage on a success, or half that on a failure.
Venomous Strike. The creature must make a constitution saving throw or become poisoned until the beginning of your turn after your next turn.