Blood Knight - Fighter
Day 12 of JanBrewary brings us blood! Slash and shoot your blood at your enemies.

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Blood Knight - Fighter
Day 12 of JanBrewary brings us blood! Slash and shoot your blood at your enemies.

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Week 3: Craft Day 1: Combat Superiority Classes
So this week is a project week- every post this week will be content from Robilar’s Treatise on Combat (name pending). These are the new subclasses represented in the suplement, and they demonstrate the thought process that went into much of this supplement: combat superiority is for everyone. And by that, I mean that the Battlemaster Martial Archetype nails the little tactical decisions that make fighters fun to play. These lean into some already existing roles the battlemaster can fulfill, and grant some special maneuvers and class features to make them the go-to specialist for it.
They’ll also be able to, alongside the battlemaster, take the best advantage of the various superiority feats that will also be included in the supplement. I won’t be including the link to the homebrewery today- that comes later!
Sword Summoner by pickelsurprise on reddit
The world is in chaos and i haven’t made anything in a long time but i made a couple archetypes because i had a bit of free time.
Our Ko-Fi: https://the-homebrewists.tumblr.com/ko-fi
~Mod Luci
Dragoon (Fighter archetype)
Goodness knows we all love the stupid leaping plate mail spear guys from Final Fantasy, and we’ve all been trying to make one work in D&D for as long as we’ve known about both things. Here’s my latest attempt.
Battle Leap: At 3rd level, as a bonus action on your turn, you can become Jump Ready. You ignore all falling damage and are always considered to have a running start when making a long or high jump. In addition, your maximum long jump distance is equal to your movement speed, and your maximum high jump distance is equal to half your movement speed. You gain advantage on all Athletics and Acrobatics checks to clear obstacles and land safely. Jump Ready lasts until the beginning of your next turn. --At 10th level, your maximum high jump distance is equal to your movement speed, and your maximum long jump distance is equal to twice your movement speed, taking up movement at half the normal rate.
Jump: At 7th level, as an action on your turn while you are Jump Ready, you can make a single attack against a target within your movement range (using movement as normal for a long jump) and return to your starting position without using additional movement. This attack requires line of affect to the target, but does not provoke opportunity attacks.
High Jump: At 10th level and while Jump Ready, as an action that ends your turn, you can leap gracefully into the air up to your maximum high jump distance, remaining there until the beginning of your next turn. You must resolve High Jump at the beginning of your next turn, and Jump Ready remains in effect until you have done so. As an action, you land on a target within a distance equal to the height of your High Jump (e.g. if you jumped 20' up, your range for this is 20') and attack. If this attack is successful, you automatically deal critical damage. You land next to your target, or begin to fall if your target is midair.
Chain Jump: At 15th level, after a successful Jump attack, you may Jump to another target and make an additional attack, up to the maximum number of attacks you can make in an attack action. Each target may only be attacked once during this action. You may only travel as far as your long jump distance allows, cumulative between targets, and you return to your starting position as normal. There must be line of affect between all targets and your starting position.
Dragon Knight: At 18th level, you are always considered to be Jump Ready, and no longer have to use a bonus action to become so. After a successful Jump or High Jump attack, you may use a bonus action to make an additional attack with the same weapon. Your maximum high jump distance is equal to twice your movement speed, and your maximum long jump distance is equal to four times your movement speed, taking up movement at a quarter the normal rate.
High Jump is kind of confusing, so here's an example.
Ghole (Lv10 dragoon) and Nafiya (Lv10 paladin) are fighting an ogre in its cavern lair (maximum clearance approximately 25 feet). Nafiya has been keeping the ogre at bay with her shield while Ghole makes Jump attacks from a distance, but Nafiya is beginning to look battered. They had discussed a tactic beforehand, and try to implement it now.
On his turn, Ghole uses a bonus action to become Jump Ready, moves to within 20' of the ogre, and executes a High Jump, ending his turn. The ogre is next. Realizing something strange is going on, it swipes at Nafiya, which she barely deflects with her shield, then backs away -- but Nafiya has Sentinel. Here, the scenario will split into two.
In scenario one, the Sentinel attack misses, and the ogre backs up a further 20' (total of 40' away from Ghole). Nafiya holds her ground, using her action to heal herself during the brief reprieve. Ghole's turn comes up again. The first thing he must do is resolve High Jump from the previous round, but there are no hostile targets within the 20' distance he's allowed due to the low ceiling. He instead lands next to Nafiya, taking no damage due to Jump Ready, which then immediately wears off. Ghole now has a bonus action available, if he can make one, and can move up to 10 feet less than his maximum movement (due to moving 20' horizontally during the jump).
In scenario two, the Sentinel attack misses, doing a small amount of damage, but reduing the ogre's movement to zero. Nafiya still opts to heal herself, as her HP is still low, and hunkers down to prepare to defend. Ghole's turn comes up again. The first thing he must do is resolve High Jump from the previous round. This time, there is a hostile target within range, so Ghole uses his action to land on the ogre, making a single attack. The attack connects, and is automatically considered a critical hit. At this point, Ghole is no longer Jump Ready. He has a bonus action available, if he can make one, and can move up to 10 feet less than his maximum movement (due to moving 20' horizontally during the jump).
I'm considering making High Jump work with Chain Jump, as well, so that a single Bonus action immediately after a successful attack lets you become Jump Ready and initiate another High Jump, but the action economy seems broken on that. I'd welcome any suggestions.

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Homebrew Subclass: Cinderer Martial Archetype
AND the Fighter one. This might be the last one of my Firearm using Subclasses. I dunno. I had idea for a Bard, but can’t put it toghether. I’ve restarted writing this one few times to make it less and less battle-mastery, almost making non-magical Arcane Archer by accident. What will I do next? Maybe revise my old homebrew races...
Check out my Firearms for d&d 5e and their New Addition, as well as my previous subclasses: Ranger Corsair, Paladin of Progress and Rogue Sniper!
Fighter Cinderer Archetype
Cinderers are deadly fighters that master use of firearms and black powder, but are as dangerous in close combat. They often use rifles and pistols with bayonets, or rapiers with attached firing mechanisms, to quickly go between distant and direct fighting.
Fire Crafts
When You choose this archetype You gain proficiency with Firearms and set of Smith’s tools or Tinker’s tools.
Flames Fortuna
Starting at 3rd level, You can get Yourself an advantage on a attack roll made with firearm, but if that attack misses, You take 1d6 fire damage. You can use this feature a number of times equal to Your Wisdom modifier (minimum 1). You regain all uses of Flames Fortuna when You finish short or long rest.
Blinding Smoke
Starting at 7th level whenever You score a critical hit against a creature with attack using Firearm, You can cause black smoke that restricts the target’s vision to emanate from the wound. For a round the target’s vision is reduced to 5 feet, beyond which it is blind.
Banshee's Grasp
You learn a terrible method of causing ongoing damage. At 10th level, when You have advantage on a attack roll and the lower of the dice rolls would hit, You deal to target a number of Bleeding Points (see below) equal to Your Wisdom modifier (minimum 1).
Killing Spree
After You reduce a creature to 0 hit points, Your weapon attacks score a critical hits when You roll 19 on attack roll. This benefit lasts for a minute and ends early, if You don’t make attack on Your turn.
Dragon Roar
Starting at level 15 You can increase effectiveness of Your firearm shots. Once per turn You can increase damage of ranged weapon attacks with firearms by Your Wisdom modifier (minimum 1). That damage is fire or thunder type.
Unending Destruction
At 18 level Your strikes become more powerful when You defeat an enemy. After You reduce a creature to 0 hit points, You can increase damage roll of a weapon attack You make until end of Your next turn by one of that weapon’s damage dice.
Bleeding Condition
Special attacks and certain abilities can cause a creature to receive points of bleeding. A creature that has any points of bleeding at the end of its turn receives necrotic damage equal to number of bleeding points. Any creature able to make medicine checks can try to stop the bleeding. Doing so the bleeding points are reduced by number rolled - 10 (rolling medicine check 15 reduces 5 points of bleeding). When bleeding creature receives healing, the healer might choose to remove bleeding points instead of restoring hit points, at cost of one hit point for one bleeding point removed. When creature drops to 0 hit points the bleeding also stops. Undead and Constructs are immune to Bleeding.
Here’s 5/12 of the Archetypes.
There’s loads of Fighter Archetypes as well so it was difficult to come up with something unique. I still don’t feel like this is that good to be honest but at least it’s something. Its basically focused around reach and evasion of attacks, much like an outboxer.
Gloomblade (Fighter Archetype, Eberron)
The final Pathfinder 1e hardcover is here, and it is a doozy! Planar Adventure released yesterday, and while its focus on the Great Beyond lends itself more to Planescape, there are some golden nuggets for Eberron as well. The first of these is the Gloomblade. These fighters wear lighter armour and are more stealthy than usual, making them a good fit for noir campaigns. Their real power is being able to conjure any weapon they desire out of the shadows, eventually including powerful magical armaments.
Anddddd… your brain just went straight to the same place as mine. This is a perfect match for the Mark of Shadows. Elves who take levels in this archetype could gain this supernatural ability from a normal dragonmark (if they take the dragonmark feats) or from a unique mark that bestows unusual powers (if they don’t). There could also be a tradition of training gloomblades within the two Houses, so you could contrast a fighter who is just able to make a gloomblade because of her mark with an unmarked heir who has had to train for years. That also opens up the possibility of half-elves who can’t inherit the mark learning the art or royal agents trying to steal it.
Of course, you can also tie this archetype to Eberron’s planar orrery. Mabar and the Plane of Shadow are the two most evident so you could find some gloomblades amongst the Blood of Vol. Another possibility would be that a gloomblade gets her power from the Dreaming Dark. Don’t let the apparent bind you with this archetype, get creative.
Taelash of the Thousand blades choose Sharlyn to be his vessel amongst the Tairnadal, but her century of life hasn’t been enough time to master all of his weapons. Instead, Sharlyn can draw her ancestor’s blades out of his extradimensional armoury as they are needed.
A Warforged must always be prepared for battle. Arsenal was built with a rare design connecting zir to the Plane of Shadow so zie can create weapons out of shadowstuff. Zie seeks out the other warforged of zir make, hoping that together they can discover how they were given their unique abilities.
The Daelkyr Half-Blood Faen Smith was born with a shadow sibling symbiont, but her shadowy twin didn’t fully develop. It is trapped, gestating underneath her skin, but it is able to extrude and harden its tissue so that Faen can mimic weapons. Faen is unnerved by this gruesome power, but is so used to her symbiont’s presence that she can’t refuse the aid it offers.