Blood Hunter
Base Class: Blood Hunter

this class is based around taking damage to help others and hinder your enemies, this may be helpful to your party or may hinder them. 

Enhance your body's reflexes and survivability by learning to control the flow of blood and adrenaline within yourself and others. joining this order shows yourself to be more caring of others over yourself, believing that if you must sacrifice for others to survive then so be it.

Awash in Crimson Rivers

Through pain and dire need, you learn to heighten your control over your hemocratic powers. Once you reach 3rd level, whenever you’re below a quarter of your hit point maximum, any hemocraft die you roll rolls the maximum result.
Also, when you activate a Crimson Rite, you can choose to suffer one extra die of damage to gain resistance to all bludgeoning, piercing and slashing damage until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain exended uses when you finish a short or long rest.

 
 

Adrenaline Rush

Starting at 3rd level, you learn to harness the adrenaline released within your blood and direct its influence around your body. Whenever you take damage you gain one adrenaline point that expires after 1 minute. You may use these points on one Rush Ability per round of combat, and only on your turn unless otherwise stated. 

Rush Abilities

  • You may make a melee attack against a creature entering your range as a Reaction (1)
  • As a Bonus Action you may add a Hemocraft Die to your Initiative count, potentially moving up the initiative order (1)
  • You may move an additional Hemocraft Die x 5ft this turn (1)
  • You may Dodge or Disengage as a Bonus Action this turn (1)
  • You may add a Hemocraft Die to your AC until the start of your next turn (1)
  • As a Reaction, you may redirect an attack aimed at an adjacent ally to yourself (2)
  • When making a DEX saving throw, you may use a Reaction to move 15ft and halve the damage you would take (2)
  • Add a Hemocraft Die to all STR rolls (attacks, grapples, shoves, ability checks and saves, etc.) for one round (2)
  • You may heal for 1 Hemocraft Die (2)
  • Make a Bonus Attack plus a Hemocraft Die to hit (3)
  • Add Hemocraft Die to all attack rolls this round (3)
  • Until the start of your next turn attacks cannot reduce you to 0 hit points. Fall to 1HP instead (5)
 

Initial Release

starting at 7th level Gain two adrenaline points when you roll initiative

 

Brand of redemption

Beginning at 11th level, your Brand of Castigation preaches to other creatures freedom from blood. Whenever a branded creature would regain hit points, it instead regains none, and you gain temporary hit points equal to the amount of healing it would have received.

 

Junkie

at level 11 You may use two different Rush Abilities per round of combat instead of one.

 

Blood Curse of the Lifestream

At 15th level, you’ve learnt to fully percieve blood as a stream of life energy that can flow anywhere, and how to direct it and subjugate it to your identity. You gain the Blood Curse of the Lifestream for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Lifestream

 As a bonus action, you appoint a creature to relinquish its blood to you. Choose one creature within 30 feet of you: the target suffers necrotic damage equal to the roll of four hemocraft dices, and you regain a number of hit points equal to the damage taken.
Amplify. When you amplify this curse, you can choose to suffer damage from up to five of your hemocraft dices. For each dice you roll, choose one creature within 60 feet of you: that creature regains hit points equal to two rolls of your hemocraft dice.

 

No Voice will Cry Suffering

At 18th level, you’ve learnt to endure all pain and feast rapturously on its adrenaline. Whenever you are reduced to 0 hit points, even if the hit would have killed you outright, you can choose not to fall unconscious, but you’re still dying and have to make death saving throws as usual. While this feature is active, and you take the attack action, you can make one additional attack for each death saving throw you failed. If you receive healing while this feature is active your death saves reset to no successes or failures and this feature ends, you cannot use it again until you finish a long rest.

 

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