Base Class: Blood Hunter
A special order of Blood Hunter specifically for creations of the Toy Maker, Geppetto. Blood Hunters of this order are puppets created to siphon the blood of monsters for combat and research purposes. These hunters may have artificial bodies or equipment that allow them to siphon the blood of a creature and use it to fuel their hemocraft.
Blueprints
You uncover engineering blueprints that alter your processing and physical abilities.
Beginning at 3rd level, you learn four blueprints. Your enhancement options are detailed at the end of this order description. You gain an additional blueprint at 7th level, 11th level, 15th level, and 18th level.
Additionally, when you learn a new blueprint, you can choose one of the blueprints you already know and replace it with a new one.
Aether
You gain a flying speed of 20 feet.
Side effect. You have disadvantage on Strength and Dexterity ability checks.
Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Strength saving throws.
Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Cruelty
When you use the Attack action and successfully land all attacks, you can make an additional Attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Strength ability checks.
Embers
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.
Gelid
You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.
Impermeable
You gain resistance to piercing and slashing damage.
Side effect. You gain vulnerability to bludgeoning and force damage.
Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.
Nighteye
You gain Blindsight for up to 15 feet.
Side effect. You gain disadvantage on perception checks in daylight.
Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.
Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.
Precision
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.
Side effect. You have disadvantage on initiative.
Reconstruction
At the start of your turn, you can regain hit points equal to two hemocraft dice + your Blood Hunter level if you have at least 1 hit point.
Side effect. Your speed decreases to 0 until the start of your next turn.
Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.
Shielded
You gain the ability to make use of a shield without needing to hold one in your hand.
Side effect. You become unable to wield weapons with the two-handed feature.
Unbreakable
You gain resistance to bludgeoning and force damage.
Side effect. You gain vulnerability to piercing and slashing damage.
Vermillion
You gain additional uses of your Blood Maledict feature equal to your proficiency bonus.
Side effect. All uses of Blood Maledict only reset on a long rest.
Siphon
At 3rd level when you join this Order you learn the blood curse, Blood Curse of Siphoning and Blood curse of Hemorrhaging (detailed below).
Blood Curse of Siphoning. Whenever you strike a creature with a melee weapon attack that deals piercing or slashing damage and draws blood, you can siphon the blood of the creature into temporary hit points equal to your half your hemocraft damage die per strike.
Blood Curse of Hemorrhaging. Whenever a creature within 30 feet of you hits a creature that you can see and draws blood, you can use your Reaction to hemorrhage the wound and siphon the creatures blood. The creature must make a Constitution saving throw or take additional necrotic damage equal to your hemocraft damage die on a fail; or half as much on a success. Additionally you gain temporary hit points equal to half of the damage dealt.
Amplify. This curse deals additional necrotic damage equal to your Intelligence modifier.
Bloody Function
Beginning at 7th level, your body has begun to adapt to storing and using siphoned blood. When using hemocraft die to deduct from your temporary hit point pool, you may reduce the amount of lost temporary hit points by your proficiency bonus.
In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of an enhancement. As a bonus action, roll a hemocraft die and subtract it from your temporary hit points to ignore the side effect of an enhancement affecting you for minutes equal to the rolled die.
You can use this ability an amount of times equal to your proficiency bonus (minimum 1). All uses reset on a long rest.
Brand of Exsanguination
At 11th level your Brand of Castigation ruins the branded creature's ability to heal. Creatures that you brand cannot regain hit points due to the Regeneration feature. If a creature you've branded is healed by magic the healing received is halved, if it attempts to heal by drinking a potion the brand converts the healing into poison damage.
As an Action, you can choose to end your Brand of Castigation early and if you do, you force the branded creature to make a Constitution saving throw. On a fail, the brand forcibly expels the branded creatures blood from it's open wounds, dealing 4d8 necrotic damage and stunning them. On a success the creature takes half damage and is not stunned. If damage is dealt to a creature using this ability, recover temporary hit points equal to half the damage dealt.
Essence Drain
At 15th level you learn the spell Vampiric Touch. When you cast the spell, you regain temporary hit points equal to the damage dealt. You can cast this spell Intelligence modifier times per long rest. Additionally, whenever you hit with the first melee weapon attack of your turn, you can forgo your Extra Attack to instead cast Vampiric Touch as a Bonus Action.
Bloody Workshop
At 18th level you channel your hemocraft magic into your core to prepare it for a massive, final beat. Once per long rest, as an action you reduce your temporary hit point pool to zero by expunging the last of your blood in a burst of red mist in a 60 foot sphere centered on yourself.
Creatures within the sphere must make a Dexterity saving throw to avoid being coated in your blood. You can choose creatures to not be affected and creatures without blood, like constructs and certain undead, are immune to this feature. Your hemocraft magic allows your blood to seep into the affected creature(s), and siphon their blood, drawing it back into your reserves to replenish your temporary hit points.
At the start of your next turn, all creatures that failed their save take irresistible necrotic damage equal to your Blood hunter level hemocraft die (18d10 at 18th level) plus the expended temporary hit points, divided by the number of creatures affected. Creatures who succeed on their saving throw take half damage. After calculating damage, you receive half of your rolled damage back in temporary hit points.
Enhancement
These enhancements are presented in alphabetical order. You can learn an enhancement at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level.
You gain a flying speed of 20 feet.
Side effect. You have disadvantage on Strength and Dexterity ability checks.
Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Strength saving throws and ability checks.
Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Cruelty
Prerequisite: 11th level.
When you use the Attack action and successfully land all attacks, you can make an additional Attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Strength ability checks.
Embers
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.
Gelid
You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.
Impermeable
You gain resistance to piercing and slashing damage.
Side effect. You gain vulnerability to bludgeoning and force damage.
Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.
Nighteye
You gain [Tooltip Not Found] for up to 120 feet.
Side effect. You have disadvantage on perception checks made in daylight.
Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.
Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.
Side effect. You have disadvantage on initiative.
Reconstruction
Prerequisite: 7th level
At the start of your turn, you can regain hit points equal to two hemocraft dice + your Blood Hunter level if you have at least 1 hit point.
Side effect. Your speed decreases to 0 until the start of your next turn.
Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.
Shielded
You integrate a shield into your build and gain its benefits without needing to hold it.
Side effect. You cannot wield a weapon with the two-handed feature.
Unbreakable
You gain resistance to bludgeoning and force damage.
Side effect. You gain vulnerability to piercing and slashing damage.
Vermillion
You gain additional uses of your Blood Maledict feature equal to your proficiency bonus.
Side effect. All uses of Blood Maledict only reset on a long rest.
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