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Supernatural Power
3rd level Blood Knight feature
You harbor a wellspring of supernatural energy within yourself. This energy is represented by your
Supernatural Energy dice, which are each a d6. You have a number of these dice equal to twice your
proficiency bonus, and they fuel various supernatural powers you have, which are detailed below.
Some of your powers expend the Supernatural Energy die they use, as specified in a power’s description,
and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all
your expended Supernatural Energy dice when you finish a long rest. In addition, as a bonus action, you
can regain one expended Supernatural Energy die, but you can’t do so again until you finish a short or
long rest.
When you reach certain levels in this class, the size of your Supernatural Energy dice increases: at 5th
level (d8), 11th level (d10), and 17th level (d12). The powers below use your Supernatural Energy dice.
Heightened Abilities. When you make a Dexterity, Strength or Wisdom ability check you may roll one
Supernatural Energy die and add the result to the roll.
Regenerative Blood. When you are hit with an attack you may use your reaction to expend one
Supernatural Energy die, roll the die and regain hit points equal to the number rolled plus your Wisdom
modifier (minimum of 1), as you tap into your supernatural blood.
Savage Assault. Once on each of your turns, immediately after you hit a target within 30 feet of you
with an attack and deal damage to it with a weapon, you can expend one Supernatural Energy die, rolling
it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.
Blood Warrior
7th level Blood Knight feature
You have mastered new ways to use your supernatural abilities, detailed below.
Inhuman Reflexes. Once on each of your turns, immediately after you miss a target within 30 feet of
you with an attack, you can expend one Supernatural Energy die to repeat the roll, rolling it and adding the
result to the attack roll.
Miraculous Movement. As a bonus action, you may take the Dash action. If you do, you may choose
to sacrifice the bonus movement to instead gain a flying speed equal to your walking speed until the end
of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long
rest, unless you expend a Supernatural Energy die to take it again.
Crimson Squire
You were a servant of the Order of the Crimson Rose, serving the knights and in times of need, standing
alongside the other squires as an auxiliary
force.
Pariah
You are marked by darkness and abandoned
by your people. You can call no place home
and survival is a struggle in a world that rejects
you.
1 You were bitten by a vampire and now your pale skin and strange eyes arouse suspicion.
2 You have fey blood, inheriting unnatural beauty beautiful and an alien cast to your features.
3 You were once possessed by a spirit or fiend and the experience has left you with tremors and
a habit of talking to yourself.
4 You were savaged by a lycanthrope and your scars attract stares and murmurs of discontent.
5 Your soul was returned from the dead but your body still resembles a corpse.
6 You are a child of multiple races and your mixed features attract unwanted attention.
7 Your bloodline has been blessed or cursed by a supernatural power, leaving physical signs
such as scales or gills.
8 Your planar heritage is plain for all to see and it makes people uneasy.
Agony
Weapon(longsword), very rare, (requires attunement)
Agony was wielded by a former grandmaster of the Order of the Crimson Rose. It is
a cruciform sword with a silver blade and a ruby jewel set in the hilt. The blade is
engraved with the phrase “Sine Sanguine”.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you attack a creature with this magic weapon and roll a 20 on the attack roll,
you gain a number of temporary hit points equal to the damage dealt.
Bloodstone Band
Wondrous Item, rare, (requires
attunement)
When attuned to this item you may use your
own life to fuel your abilities. As a bonus
action, you may expend one Hit Die to
recover one Supernatural Energy die. If you
do, take one Hit Die worth of damage. This
damage cannot be reduced in any way.
Rowan Creed
Medium Humanoid(dhampir), Neutral Good
Rowan Creed(she/her) uses her powers in the shadows of tall
buildings and dark alleyways. She hunts the things that hunt the
citizens who despise her. She belongs to no order but in her
heart, she lives by a code that lends her steely resolve and
drives her to protect the innocent from darkness.
Prepared. If the Blood Knight is prepared for the party or even stalking them they will have an ambush
site prepared. Their hunter’s instincts will encourage them to avoid an open confrontation and to try and
gain a Surprise round. They may deploy alchemical smoke to hide their location or use the Darkness
spell.
Surprised. If caught off guard a Blood Knight will quickly assess the situation. They will focus first on
survival and consider retreat. If they wish to test their enemy or believe they can win, they will continue to
fight. Indeed a Blood Knight who thinks they can win will not back down even if it results in their death.
Tactics. A Blood Knight who encounters the party will seek to use their martial prowess and supernatural
abilities to remove the most vulnerable members of the party first, before engaging with the party’s
tougher combatants. This may mean focusing on an exposed rogue, or getting into melee with the wizard
or sorcerer. As soon as they do, they will use their multiattack and Action Surge ability to deal as much
damage as possible
Supernatural Speed. As a bonus action the blood knight may take the Dash action, or gain a fly speed of
30ft until the end of their turn.
Limited Regeneration. The blood knight regains 1d10+4 hit points at the start of its turn if it has at least 1
hit point but fewer hit points than half its hit point maximum.
Savage. Once per round, when the blood knight hits with a melee weapon it deals an additional 1d10+4
force damage.
ACTIONS
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 7(1d8+3) piercing damage.
LEGENDARY ACTIONS
The blood knight can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. The blood knight
regains spent legendary actions at the start of its turn.
Frighten Foe (Costs 2 Actions). The blood knight targets one enemy it can see within 30 feet of it. If the
target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened
until the end of blood knight’s next turn.
ACTIONS