Crimson Warrior
A life of war and violence is one walked on a path of blood and death. From among those that walk this path, Crimson Warriors are their pathmakers. Using and bending the blood around them, they empower themselves to fight until the battlefield is soaked red, donned with the infamous armor that gives them their names.
Sanguine Armor
When you choose this archetype at 3rd level, you've gained the ability to manipulate blood around you to enhance your capabilities and defenses. As a bonus action, you can douse your armor and body in blood, gaining special benefits based on your armor's category.
- Unarmored. You gain a bonus to your Armor Class equal to your Constitution modifier, and your walking speed increases by 10 feet.
- Light. You gain a bonus to Dexterity checks equal to your Constitution modifier, and creatures have disadvantage on opportunity attacks against you.
- Medium. You gain a bonus to your Armor Class, as well as to Strength and Dexterity checks, equal to half your Constitution modifier (rounded up).
- Heavy. You gain a bonus to Strength checks equal to your Constitution modifier, and have advantage on saving throws against being proned or grappled.
This feature lasts for up to a minute. It ends early if you are knocked unconscious, if you end your turn without having dealt or taken since your last turn, unless you are below half your hit point maximum.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. Once per long rest, you can regain all expended uses after using your Second Wind feature.
Blood Strike
At 3rd level, you can use your blood to empower your strikes. You can perform the followings abilities;
- When hitting a creature, you can spend a hit die and roll it, dealing an amount of damage equal to the roll. This damage type is identical to the damage type of your weapon.
- You can spend a hit dice to perform a ranged weapon attack against a creature you can see within 120 feet of you, rolling the hit die on a hit. You are proficient with this attack, it uses your Constitution modifier for its attack and damage rolls, and deals an amount of slashing damage equal to the roll.
You can perform any of these abilities without expending a hit dice once per turn, but doing so reduces the dice used to a d4.
Quick Rejuvenation Also 3rd level, you regain all expended hit die upon finishing a long rest.
Pumping the Veins
At 7th level, your blood flows with unparalleled vigor. Whenever you use your Second Wind feature, you also gain one of the following benefits of your choice:
- You regain one hit die.
- If you are poisoned or frightened, you immediately reroll the condition's saving throw with advantage.
Moreover, you can use your Sanguine Armor feature to also don a nonmagical armor of your choice. This armor weighs half as much, can use your Constitution modifier (rather than your Dexterity modifier) to calculate its AC, and does not provide disadvantage to Dexterity (Stealth) checks if it would normally do so. You can only do this if you aren't wearing any armor.
Smell out Death
Starting at 10th level, your nose has a knack in sniffing out the bleeding and dying. Whenever you hit a creature with an attack, it cannot benefit from being hidden from you or invisible while it's within 90 feet of you until the end of your next turn. Creatures below half their hit point maximum also suffer this effect, but creatures with no blood are immune to this feature.
Additionally, your blood strike increases to a d6 when not expending hit dice.
Refined Blood Armor
At 15th level, you gain additional benefits when using your Sanguine Armor feature.
- Unarmored. When you take damage, you can spend a reaction to subtract your level in this class from the damage taken.
- Light. When you would be the target of a Dexterity saving throw where succeeding the save would result in you take only half damage, you instead take no damage if you succeed, and only half if you fail.
- Medium. You gain a bonus to Strength and Dexterity saving throws equal to your Constitution modifier.
- Heavy. You push through danger, rather than try to avoid it. When you are forced to make a Strength or Dexterity saving throw that would deal damage to you, you can spend a reaction to gain resistance to that instance of damage.
Blood Rush
At 18th level, your blood and spirit goes into overdrive once enough blood has been shed. Upon reaching an amount of hit points equal or lower than half your hit point maximum, you can undergo the following transformation (no action required);
- You expend a use of your Sanguine Armor feature, even if there were no remaining uses. During this, you can spend a bonus action to gain the benefits of a different armor category, regardless of the armor you are wearing.
- When using your hit die for your Blood Strike feature, you can reroll the result and take the better of the two rolls.
- Your Blood Strike increases to a d8 when not expending hit die.
- Your Smell out Death feature increases to a range of 120 feet.
This feature ends once a minute has passed, if you drop unconscious, if you die outright, or if you are brought to full hit points. Upon using this feature for a minute, you gain a level of exhaustion.

