Blood Wraith

Hit Points

 * Hit Dice: 1d8 per level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapons: All melee weapons
 * Tools: None
 * Saving Throws: Dexterity, Constitution
 * Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Deception, Persuasion, Survival, and Nature

Equipment

 * leather armor
 * (a) rapier or (b) any melee weapon
 * Explorer's pack
 * (a) short bow with 20 arrows or (b) light crossbow with 10 bolts

Vitality's Strength
At 1st level, you may lose hit points equal to 1d4 + your proficiency bonus halved (rounded up). If you do, your next attack deals additional damage equal to the amount of life lost this way.

Blood Craze
At 1st level, whenever you deal damage to a creature, you may gain temporary hit points equal to the amount of damage you dealt. You may use this three times before a long rest is needed.

Blood Frenzy
At 3rd level, whenever you lose hit points, you may have your next attack have an advantage. If so, the next attack roll made against you has an advantage. You may use this three times before a short rest is needed.

Blood Style
At 3rd level, you may choose one of the following Blood Style:
 * Blood Style of Hunting
 * Blood Style of Stalking
 * Blood Style of Torture

Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th, and 18th level, you may either increase one ability score by 2 or two ability scores by 1. As normal, you cannot increase an ability score past 20.

Blood Sick
At 5th level, whenever you lose hit points, you may gain temporary hit points equal to the amount of hit points lost halved (rounded down). If you do so, the amount of temporary hit points gain this way is equal to the amount of damage you'll subtract from your next damage roll. You may use this three times before a long rest is needed.

Action Surge
At 7th level, you may gain an additional Action during combat. You may use this once until a long rest is needed.

Red Rage
At 11th level, you may lose hit points equal to 2d6 + your proficiency bonus halved (rounded up). If you do, your next damage roll deals additional damage equal to the amount of hit points lost this way halved (rounded up). You may use this three times until a long rest is needed or until you reach 1 hit point.

Stunning Blast
At 15th level, you may remove all temporary hit points. If you do, make an attack roll against a creature in a 20 foot radius and deal the amount of temporary hit points lost this way.

Bloodbath
At 18th level, you may reduce yourself to 1 hit point. If you do, all hostile creatures within a 30 foot radius must make a Dexterity saving throw. If failed, they take the amount of hit points lost this way. If succeeded, they onlt take half (rounded down).

Blood Weapon
At 3rd level, you pick a melee weapon of your choice. You may lose hit points equal to 1d6 + your level halved (rounded down). If you do, you create a stronger version of that weapon out of your blood, where it deals additional damage equal to the amount of temporary hit points you have halved (rounded down). Your Blood Weapon disappears after you reach 0 hit points, take a rest, or your current hit points reach down below 50% of your maximum hit points.

Crimson Vitality
At 6th level, you may lose hit points equal to 1d4. If you do, you gain that many temporary hit points. You may use this unless you are 50% or lower of your maximum hit points.

Blood Weapon Upgrade
At 10th level, you choose one of the following upgrades for your Blood Weapon:
 * You may switch your Blood Weapon for a ranged weapon of your choice.
 * Your Blood Weapon has another dice added to it (ex. If the weapon you chose deals 1d6 damage, it now instead deals 2d6 damage)
 * Your Blood Weapon only costs 1d6 hit points to equip.

Blood Moon Sacrifice
At 14th level, you may lose hit points equal to 2d8 + your proficiency halved (rounded up). If you do, you will gain that many temporary hit points halved (rounded down), your Blood Weapon deals additional damage on your next damage roll equal to the amount of hit points lost this way, and you have an advantage on your next attack roll or Dexterity saving throw. You may use this once per day.

True Art
At 20th level, you may reduce yourself to 1 hit point. If you do, your next Blood Weapon attack deals additional damage to the next damage roll equal to the amount of hit points lost this way doubled. You may use this once per seven days.

Improved Acrobatics
At 3rd level, you may double your proficiency bonus to any Dexterity based skill or saving throw roll if you have a proficiency with it. Otherwise, add your proficiency bonus to any Dexterity based skill or saving throw that you don't have a proficiency with. You may do this three times until a long rest is needed.

Dexterous Hands
At 6th level, you may use your Dexterity modifier instead of your Strength modifier for any attack roll you would make.

Incorporeal Movement
At 10th level, you may lose hit points equal to 2d6 + your level halved (rounded down) to be able to move through other creatures and objects as if they were difficult terrain for 1 minute. You may use this three times until a long rest is needed.

Vigorous
At 14th level, if you are above 50% health, your movement speed increases by 10 and any Dexterity skill or saving throw that you have a proficiency in, the proficiency bonus is doubled instead.

Burst of Speed
At 20th level, you may lose hit points equal to half your maximum hit points halved (rounded up) + your proficiency bonus halved (rounded down). If you do, your movement speed increases by 10 for 1 minute, your initiative bonus is doubled for 1 minute, and you deal additional damage to any Dexterity based attack equal to the amount of temporary hit points you have for 1 minute. You may use this once per long rest.

Blood Trap
At 3rd level, you may lose hit points equal to 1d4 + your level halved (rounded down). If you do, you create a 10 foot area in a 60 foot radius that is considered invisible. If any creature would walk into the area, it will reveal itself and deal 1d4 damage to that creature. You gain that many temporary hit points. This area stays for 1 minute and cannot be removed except by magical means or you use an action. You may use this three times until a short rest is needed.

Blood Connection
At 6th level, you may have a target creature make a Constitution saving throw within a 60 foot radius of yourself. If they fail, any damage they would receive, you gain that many temporary hit points halved (rounded down) for 1 minute. If succeeded, you take 2d6 psychic damage.

Suffering
At 10th level, Blood Trap costs 2d8 hit points to cast, but it will instead deal 1d6 damage to that creature instead and will give them an disadvantage on their next Constitution saving throw.

Flaming Blood
At 14th level, whenever you use hit points to cast one of your features or a spell, you may have all hostile creatures in a 30 foot radius make a Constitution saving throw. If failed, they will take 1d6 psychic damage and 1d6 fire damage.

Blood Trap Frenzy
At 20th level, you may lose hit points equal to 5d8 + your proficiency bonus halved (rounded up). If you do, you may create five Blood Traps in a 60 foot radius around you.