Blood Hunter
Base Class: Blood Hunter

Prowling the walls of a barren citadel, a lone blood hunter stalks his prey with practiced movements. In his hand, he clutches a rag soaked with blood from an earlier wound, leaving behind little droplets of blood on the ground. Hearing a movement behind him, he ducks around a corner and prepares his blade, ready to meet the monster he's been hunting. Slowly, a ghast reveals itself, sniffing the air as it tracks the blood hunter's scent. It draws closer to the blood hunter's hiding spot, stepping directly into the circle of blood droplets prepared by the blood hunter. In a flash, the droplets spring through the air, piercing through the ghast and pinning it in place. As it struggles against the spikes, the blood hunter steps out, prepared to deliver the finishing blow.

The Order of Coagulation makes use of hemocraft to transform their blood into weapons and traps, allowing them to engage in battle with their blood alone.

Hey! What's with the little [LK] thing?

I'm so glad you asked! To keep my homebrew creations separate from official material in my collections, I mark everything I make with the little [LK], which keeps it sorted separate from everything else and lets everyone I'm playing with know that this isn't RAW material, especially if I'm sharing for a campaign I'm playing in. This is something I'm slowly implementing to my already published homebrew on the site as well, giving everyone who uses my content the same heads-up. It also marks this as something I've made by attaching my online initials to the content.

Red Defense

At 3rd level, you make use of your own blood to increase your defenses. While you aren't wearing heavy armor, you armor class increases by 1.

Sanguine Predator

Beginning at 3rd level, your order grants you knowledge on more practical ways of using blood.

As an action, you can designate a space within 5 ft. of you, rolling a hemocraft die and taking damage equal to the number rolled. This space becomes a blood circle. Whenever a creature enters the blood circle, you can use your reaction to either activate a blood curse targeting the creature (regardless of range or the required activation time) or activate a Crimson Rite and force the creature to make a Dexterity saving throw against your Hemocraft save DC, taking Rite Damage on a failure. The Rite is applied to the blood circle.

The circle lasts for one hour, after which it becomes non-functional, or until you create another circle using this feature. You must be able to see the blood circle to activate these abilities.

Altered Compositon

At 7th level, your ability to control your own blood has granted you the ability to purge toxins from your bloodstream. You have resistance to poison damage and have advantage on saving throws against the poisoned condition.

Corpse Siphon

At 7th level, you've learned to make use of the blood of other creatures for your own benefit.

As an action, you can touch the body of a creature that has died within the last minute and has blood. Over the course of the next minute, you siphon their remaining blood, allowing you to regain one use of you Blood Maledict feature.

Once you use this feature, you cannot use it again until you complete a long rest.

Brand of Infection

Beginning at 11th level, your Brand of Castigation now leaves the branded creature vulnerable to your attacks. When you damage a branded creature with your Crimson Rite, the next attack made against the creature has advantage. In addition, it has disadvantage on saving throws against your Blood Curses until the start of your next turn.

Blood Curse of the Iron Maiden

At 15th level, you’ve mastered the use of blood to pierce through your enemies. You learn the Blood Curse of the Iron Maiden for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Iron Maiden.

As a bonus action, you can choose one creature you can see within 60 ft. of you. The creature must make a Strength saving throw against your hemocraft save DC or be paralyzed until the end of your next turn.

Amplify. The creature takes 3d8 magical piercing damage and is paralyzed for the next minute. The creature can make a Strength saving throw at the end of each of their turns, ending the effect early on a success.

Crimson Chains

At 18th level, your mastery of hemocraft becomes apparent. You gain the ability to unleash your hemocraft magic, plunging everything around you into a realm of blood and darkness.

As an action, you can unleash a wave of hemocraft magic, forcing any number of creatures of your choice within 30 ft. of you to make a Constitution saving throw against your hemocraft save DC. On a failure, the creature is paralyzed and takes 4d10 necrotic damage. On a success, an affected creature takes half as much damage and is restrained until the start of their next turn. Paralyzed creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Once you use this feature, you cannot use it again until you complete a short rest.

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