Spellblade

Crimson Knight

By becoming a Crimson Knight, you focus on necromancy, specifically the rare art of blood magic. Crimson Knights are often feared for their dark magic but not all these spellblades are necessarily evil. Some turn to blood magic to aid them in stopping greater evils, while other Blood Knights revel in their power over others.

Aegis Empowerment

When you take this Discipline at 3rd level, you enhance your Aegis abilities.

  • Aegis of Shielding: While this Aegis is active, when you regain hit points or gain temporary hit points, you gain extra points equal to your Intelligence modifier.
  • Aegis of Assault: While this Aegis is active, your blood magic empowers your blade against heavily wounded foes. You have advantage on Attack rolls against any creature that has less than half of its hit point maximum.

Crimson Knight Spells

You gain access to Discipline spells at the noted Spellblade levels. Once you gain an Discipline spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day.

Spellblade Level Spell
3rd inflict wounds, ray of sickness
5th blindness/deafness, hold person
9th slow, vampiric touch
13th blight, shadow of moil
17th contagion, hold monster

Blood Sense

At 3rd level, you can feel the flowing blood of nearby beings. As an action, you can open your awareness to detect living creature. Until the end of your next turn, you know the location of any living creature within 60 feet of you that is not behind total cover. You also know if a sensed creature is below its hit point maximum, or if the creature is diseased or poisoned.

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

Puppet

Starting at 7th level, your blood magic can temporarily control others. When you see a creature within 30 feet of you make an attack roll, skill check, or saving throw, you can use your reaction to impose disadvantage on the roll. You can do this a number of times per long rest equal to your Intelligence modifier (a minimum of once).

Blood Recall

When you reach 15th level, you can to sacrifice some of your own vitality to recall magical energy. As an action, you recover spell slots that have a combined spell level up to half of your spellblade levels (rounded down). You lose a hit dice per spell slot level recovered.

You can't use this feature again until you finish a long rest.

Crimson Lord

Beginning at 20th level, you can spend an action to create a 30 ft. aura of necrotic energy around yourself that lasts for 1 minute. Any creature of your choosing that starts their turn inside your aura suffers necrotic damage equal to half your spellblade level. You regain hit points equal to half the damage taken.

You can't use this feature again until you finish a long rest.