Blood Knight

Class Features

Blood Strike
Blood Knight Feature
Drawing upon the power contained in the darkest reaches of his soul, the Blood Knight drains the life force of his enemies to supplement his own.
At-Will * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Special: When this power is first activated, you must choose whether your Strength or Charisma modifier is used for the attack roll and damage. Once decided, it cannot be changed.
Hit: 1[W] plus Strength or Charisma modifier damage, and you gain temporary hit points equal to your Constitution modifier.
Blood Tap
Blood Knight Feature
You enrich the blood of your wounded allies with their own hidden reserves, instantly sealing wounds and dulling their pain.
Encounter * Shadow, Healing
Minor Action                     Melee touch
Target: One ally
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.



Level 1 Powers

Bleed Strike
Blood Knight Attack 1
The Blood Knight's weapon becomes coated in a creeping decay, eager to spread and fester inside wounds and injuries.
At-Will * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target takes necrotic damage equal to your Charisma modifier at the beginning of its next turn. Increase to 2[W] at 21st level.
Fortifying Strike
Blood Knight Attack 1
A dense cloak of darkness shrouds the Blood Knight and his allies, protecting them from harm.
At-Will * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you or an adjacent ally reduce damage from melee attacks by half your level until the start of your next turn. This effect does not stack. Increase to 2[W] at 21st level.

Heart Strike
Blood Knight Attack 1
Using his own life energies, the Blood Knight empowers his weapon with vile enchantment strong enough to corrupt the most powerful of foes.
At-Will * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and for each hit point you sacrifice up to your Constitution modifer, you deal an additional point of necrotic damage. Increase to 2[W] at 21st level.
Infusion Strike
Blood Knight Attack 1
The Blood Knight links with his allies in combat using tendrils of shadow, and infuses them with life.
At-Will * Shadow, Healing, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you may transfer hit points up to your Constitution modifier to an ally within 5 squares. These hit points can be temporary, if you so choose. Increase to 2[W] at 21st level.

Blood Lash
Blood Knight Attack 1
Spikes of solid shadow energy stab and slice at your enemies as they attempt to injury the Blood Knight and his allies.
Encounter * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target takes a -2 penalty on its next attack. If it does make a successful attack, it takes 1d4 + 1 necrotic damage.
Haemorrhage
Blood Knight Attack 1
A curse calls the wrath of your wicked magics upon your enemies, and rewards your companions for their martial prowess.
Encounter * Shadow, Healing, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and any one ally that makes a successful attack against the target before your next turn deals an additional 1d4 + 1 necrotic damage and heals you or an adjacent ally for an equal amount.

Tainted Spatter
Blood Knight Attack 1
Your blow infuses the blood of your enemy with flecks of burning necrotic energy, searing the skin of any who touch the splattering fluid.
Encounter * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. One enemy adjacent the target takes 1d4 + 1 necrotic damage, while you or an ally adjacent the target heals an equal amount.
Visage of Gore
Blood Knight Attack 1
You speak a few words of blood magic and convince your enemies that their wounds are far worse than reality dictates.
Encounter * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage, and if the target attempts to move before the start of your next turn, it takes 1d4 + 1 necrotic damage. You or an adjacent ally may heal an equal amount.

Impale
Blood Knight Attack 1
Focusing both your strength and the deadly powers of shadow, you drive your weapon deep into your opponent, tainting his body with a vicious blood rot.
Daily * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target is bloodied or becomes bloodied by this attack, it takes an additional 1d6 necrotic damage. If you expend a healing surge, the necrotic damage is increased to 2d6.
Miss: Half damage, and you cannot expend a healing surge.
Siphon Life
Blood Knight Attack 1
Thick, flowing tendrils of black fog, flecked with crimson energy, snake from the Blood Knight's hand and steal life from his enemies.
Daily * Shadow, Healing, Necrotic
Standard Action                     Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d4 + Charisma modifier necrotic damage. The Blood Knight gains temporary hit points equal to the damage dealt.
Miss: Half damage, and no temporary hit points.

Vile Blows
Blood Knight Attack 1
You call out to the Raven Goddess to enchant the weapons of your allies with tiny blades forged of raw shadow.
Daily * Shadow, Necrotic
Minor Action                     Close burst 1
Target: Each ally in burst
Effect: This power creates a zone that lasts until the end of the encounter. All melee attacks made by allies within the zone deal an additional 1d4 necrotic damage. If you expend a healing surge, this damage is increased by 1.


Level 2 Powers

Bad Blood
Blood Knight Utility 2
With a few words, you burst the veins of those who dear harm you and your allies.
Daily * Shadow, Healing
Immediate Reaction                     Personal
Trigger: When you or an adjacent ally takes damage.
Effect: The target takes 3 + Constitution modifier necrotic damage. If you expend a healing surge, this damage is increased by 3.
Coagulation
Blood Knight Utility 2
You enrich the blood of your allies, forcing their wounds to heal more swiftly.
Daily * Shadow
Minor Action                     Close burst 1
Target: Each ally in burst
Effect: All allies in the affected zone gain 2 + Constitution modifier temporary hit points. If you expend a healing surge, this value is increased by 3.

Transfusion
Blood Knight Utility 2
You manipulate nearby healing magics and focus them onto you and your allies.
Daily * Shadow, Healing
Immediate Reaction                     Personal
Trigger: When an adjacent enemy or ally within 5 squares is healed.
Effect: You or an ally within 5 squares gains 3 + Constitution modifier hit points. If you expend a healing surge, increase this value by 4.


Level 3 Powers

Fading Rage
Blood Knight Attack 3
Your attacks drain the rage from your enemies, weakening their blows against you and your allies.
Encounter * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Charisma modifier damage, and you and an adjacent ally reduces all damage taken from the target by 1d4 + 1 until the end of the encounter. If at any time the ally is not adjacent you, this effect ends immediately.
Gore
Blood Knight Attack 3
You slice at your opponent's muscles, making it difficult for them to attack at full effectiveness.
Encounter * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target becomes weakened until the start of your next turn. If you expend a healing surge, the target is weakened an additional turn.

Red Fever
Blood Knight Attack 3
You strike a nearby enemy with a beam of shadow energy that tricks their body into producing aggressive hormones.
Encounter * Shadow, Necrotic
Standard Action                     Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target will attempt to attack an adjacent ally on its next turn, unless it makes a successful Will save.


Level 5 Powers

Blood Boil
Blood Knight Attack 5
You burn the flesh of your enemies by making their blood boil in their veins, while invigorating your allies.
Daily * Shadow, Healing, Necrotic
Standard Action                     Close burst 2
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d4 + Constitution modifier necrotic damage. All allies within the burst effect heal 2d4 + Constitution modifier hit points. If you expend a healing surge, both effects are increased by 2.
Degeneration
Blood Knight Attack 5
The weapons of your allies become coated in a blood-like substance, capable of searing the organs of enemies, or draining their health.
Daily * Shadow, Healing, Necrotic
Standard Action                     Personal
Effect: All allies within 5 squares gain your Constitution modifier as a bonus to hit on their next attack. If they make a successful attack while this bonus is in effect, they may chose to heal 2d4 + Constitution modifier hit points, or deal 1d6 + Constitution modifier necrotic damage.

Fester
Blood Knight Attack 5
Daily * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target gains vulnerability 3 to necrotic, radiant and arcane damage until the end of the encounter. If you expend a healing surge, this effect is increased by 2.
Miss: Half damage, and no vulnerabilities.


Level 6 Powers

Blood Barrier
Blood Knight Utility 6
You coat an ally in a shield of blood, as hard as steel and as light as air.
Daily * Shadow
Minor Action                     Melee touch
Target: One ally
Effect: You or one ally gains temporary hit points equal to twice your healing surge value. If you expend a healing surge, the target heals 4 + Constitution modifier hit points.
Foul Magic
Blood Knight Utility 6
You rush an enemy in the midst of summoning another power and taint their casts with shadow magic.
Daily * Shadow, Necrotic
Immediate Interrupt                     Melee weapon
Trigger: An enemy within 5 squares begins casting a spell.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Charisma modifier damage, and you or an adjacent ally may immediately move to a square adjacent the target. In addition, the target's spell cast is interrupted, and the next time the target casts a spell, it takes 1d6 + Constitution modifier damage.
Miss: No damage and the spell continues as normal.

Purification
Blood Knight Utility 6
The shadow magic of the Blood Knight can both taint and cleanse the life essence of others, while fortifying their bodies against the devious powers of necrosis and poisons.
Daily * Shadow, Healing
Minor Action                     Close burst 2
Target: Each ally in burst
Effect: All allies included in the burst zone gain resist 3 necrosis and poison until the end of the encounter, can make immediate saves against both types of ongoing damage, and heal 2 + Constitution modifier hit points. If the Blood Knight expends a healing surge, increase both resists by 2 and heal an additional 3 hit points.


Level 7 Powers

Blood Bash
Blood Knight Attack 7
You push yourself to the limit to attack multiple foes with your weapon.
Encounter * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. For each healing surge your expend up to your Constitution modifier, you may attack the same target or an adjacent one for 1[W] + Strength modifier damage. Each target may only be hit once by this power.
Forced Infusion
Blood Knight Attack 7
You heal your allies with the pained cries of your enemies.
Encounter * Shadow, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and an ally within 5 squares may spend a healing surge. In addition to the healing effect, the ally gains temporary hit points equal to the surge value.

Heartfuse
Blood Knight Attack 7
You bind your life force to that of an enemy, and share your damage with it.
Encounter * Shadow, Necrotic, Weapon
Standard Action                     Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: Each time you take damage, the target takes an equal amount of necrotic damage. This effect can only occur a number of times equal to your Constitution modifier before ending. If the target dies before the effect ends, you take 1d6 + Constitution modifier necrotic damage.
Vengeance of Blood
Blood Knight Attack 7
You channel the damage from one attack into a festering bolt of shadow magic, and force it upon another enemy.
Encounter * Shadow, Necrotic
Standard Action                     Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude, two attacks
Hit: 2d6 + Constitution modifier necrotic damage. Your second attack deals 2d6 plus the damage you dealt with your first attack as necrotic damage.



Level 10 Powers

Taint Fragments
Blood Knight Attack 10
You conjure a ball of crimson fluid that explodes after a short delay, corrupting enemies and melting their bodies.
Encounter * Shadow, Fire, Necrotic
Standard Action                     Area 3 within 5 squares
Target: Each creature in
Attack: Charisma vs. Fortitude
Hit: 2d8 + Constitution modifier fire damage, and the zone lasts until the end of the encounter. Each enemy that remains in the zone takes 1d4 + Constitution modifier necrotic damage, and may only move 1 square per round. All allies who remain in the zone gain a +2 bonus to hit, and may ignore all damage from necrotic effects.