New Fighter Archetype: Forsworn Reaver

This is my idea for a fighter archetype that, at least in my opinion, fulfills the fantasy that the eldritch knight tries to deliver upon. It is a martial class that focuses on the use of dark magics and blood sacrifice to enhance their abilities, and deal large amounts of damage at the cost of their own health.

NOTE: It is a work in progress, I have the general idea for what each rite will be, but I still need to take time to flesh out the mechanics of each one. I will update it as time allows.

CRIMSON RITES
When you choose this archetype at 3rd level, you learn to cast special spells known as crimson rites.
Rites. You learn three rites of your choice, which are detailed under “Crimson Rites” below.
You learn two additional rites of your choice at 7th, 10th, and 15th level. Each time you learn new rites, you can also replace one rite you know with a different one.
Saving Throws. Some of your rites require your target to make a saving throw to resist the rites’s effects. The saving throw DC is calculated as follows:

Rite save DC
= 8 + your proficiency bonus + your Constitution modifier

BLOOD WEAPONS
At 3rd level, you learn to manipulate your blood into the shape of a weapon. As an action you can sacrifice 10 max and current HP to coalesce any weapon with you are proficient in your hand. You cannot be disarmed of the weapon while you are conscious.
Weapons that require ammunition formed by this feature can use regular ammunition, or at the cost of 1 HP per attack you can create the ammunition yourself.
As a bonus action you can reabsorb the weapon, restoring your max and current HP by 10.
If the weapon leaves your hand, either by your own choice or from being incapacitated it loses form at the start of your next turn. When it does the max HP you sacrificed is restored, but you do not regain any current HP.

TASTE OF BLOOD
Upon reaching 7th level you can identify facts about a creature based on blood alone. If you taste the blood of any creature the DM tells you two of the following characteristics of your choice.
Sex
Age
Type (e.g. Celestial, Beast, Humanoid )
Any diseases that are currently affecting it
Any poisons that are currently affecting it.
How long the blood has been out of the body
If the creature has more or less than half their maximum hit points.

In addition if you have tasted a creature’s blood in the last 24 hours you have advantage on all survival checks to track it if it has open wounds.

ENHANCED BLOOD WEAPONS
At 7th level your blood weapons count as magical for the purpose of overcoming immunity and resistance.

ENHANCED RITES
Starting at 10th level when you cast a crimson rite you can expend extra health to improve the effect of the spell.


REGENERATION
At 15th level, when you roll initiative you can immediately spend up to two hit die to restore your health.

DANCE OF DEATH
When you are under half of your maximum hit points you can add your constitution modifier to the damage roll for any crimson rite you cast. This effect is doubled when you are under one-fourth your hit point maximum.

 

CRIMSON RITES

SANGUINE SHIELD
Hitpoint Cost: 6 HP
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

You focus your blood into a shimmering shield around you. Until the start of your next turn you gain a +2 bonus to AC, including against the triggering attack, and you take no damage from the magic missile spell.
Enhanced Rite: For each additional 3 health you sacrifice, you gain an additional +1 bonus to AC, to a maximum of +5.

SANGUINE STRIKE
Hitpoint Cost: 3 HP
Casting Time: None
Range: 5 feet
Components: V, M (any weapon)
Duration: Instantaneous

When you hit with a melee attack you can invoke this rite to deal an extra 1d6 necrotic damage with the strike.
Enhanced Rite: Increase the damage by 1d6 for every extra 3 health you sacrifice

REND
Hitpoint Cost:
Casting Time:
Range:
Components:
Duration:

Enhanced Rite:

LIFEDRAIN
Hitpoint Cost:
Casting Time:
Range:
Components:
Duration:

Enhanced Rite:

REAP
Hitpoint Cost:
Casting Time:
Range:
Components:
Duration:

Enhanced Rite:

BLOODWHIP Hitpoint Cost: Casting Time: Range: Components: Duration: ENTICE Hitpoint Cost: Casting Time: Range: Components: Duration: ENRAGE Hitpoint Cost: Casting Time: Range: Components: Duration: WINGS OF BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration: CRIMSON CHAINS Hitpoint Cost: Casting Time: Range: Components: Duration: CLOAK OF BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration: RESILIENT BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration: EXSANGUINATE Hitpoint Cost: Casting Time: Range: Components: Duration: BLOOD CURSE Hitpoint Cost: Casting Time: Range: Components: Duration: REPEL Hitpoint Cost: Casting Time: Range: Components: Duration: ADDICTIVE BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration: HEMOPLAGUE Hitpoint Cost: Casting Time: Range: Components: Duration: TRANSFUSION Hitpoint Cost: Casting Time: Range: Components: Duration: QUICKENED BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration: DOMINATE Hitpoint Cost: Casting Time: Range: Components: Duration: CLEANSING BLOOD Hitpoint Cost: Casting Time: Range: Components: Duration:

What if this was a Monk archetype instead of a Fighter? The idea of having an innate weapon feels quite monk-like.