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.

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;

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:

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.

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);

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.