Order of the Blood Knight

After making his way past the guards at the gate with unnatural charm and grace a Human looks up to the roof of the manor where he knows a dark ritual is nearing completion. Tracing an arcane sigil in the air he runs at the wall, dashing up it without issue.

Forged in an alliance with Ancient Vampires such as Vlad the Impaler, Artor Morlin or Strahd Von Zarovich this Order embraces the umbral magics of Vampires to enchance their Hemocraft. As comfortable navigating the banquets of nobility as they are stalking back alley slums these Blood Hunters track their quarry through all social circles.

Order of the Blood Knight features
Level Feature
3rd Cloak of Shadows, Hemocraft Specialist
7th Dread Magic, Silver Tongue
11th Brand of Blood Gorging
15th Blood Curse of the Clouded Senses
18th Vampiric Magnetism

Cloak of Shadows

As a reaction when struck with an attack you can cause your body to erupt in bat like shadow wisps causing all creatures within 5 ft of you take piercing damage equal to your proficiency modifier and you can move up to half your movement speed. this movement doesn't provoke opportunity attacks. You can use this ability equal to your Int modifier, recharges on a short or long rest

Hemocraft Specialist

Your ancient order teaches advanced mastery over Hemocraft. When rolling a Hemocraft die that damages you, you ignore damage on rolls of 1s or 2s

Dread Magic

You've learnt to tap into the dread magics bound to your blood. You can cast Spider Climb or Gaseous form on yourself with no Arcane focus or Material components required. You can use this feature equal to your Intelligence Modifier. You regain all expended uses when you finish a long rest.

Silver tongue

Your words are naturally graced with seductive magic. When you make a Charisma Persuasion or Charisma Deception check you count any roll of 9 or lower as a 10

Brand of Blood Gorging

Your Brand of Castigation now draws vitality from your foe’s essence, healing you with every strike. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to the crimson rite damage dealt.

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Blood Curse of the Clouded Senses

You’ve honed your hemocraft to cloud the minds of others around you to make them more susceptible to manipulation. You gain the Blood Curse of the Clouded Senses for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Clouded Senses

Prerequisite: 15th level, Order of the Vampire Spawn

As a bonus action, you cloud the mind of a creature within 30 feet of you, making them susceptible to honeyed manipulation. Until the end of your next turn, all creatures have advantage on Charisma (Persuasion) checks and Charisma (Deception) checks directed at the target creature.

  • Amplify The next Intelligence saving throw or Charisma saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Vampiric Magnetism

When you make a Charisma Persuasion Charisma Intimidation or Charisma Deception check you count any roll of 14 or lower as a 15

When a creature you can see targets you with an attack they must make a Charisma save against you Spell DC. If they fail they must choose another target to attack, of no other targets are available they lose their attack. If they succeed they are immume to this effect for 24 hours.

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PART 1 | BLOOD KNIGHT