Base Class: Blood Hunter
Manipulate your enemies, bolster your allies and strengthen your constitution for the fight ahead. For all are but vessels for blood and those that know of it's secret power may overcome all weaknesses.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon sheds bright light out to a range of 20 feet.
- You have resistance to necrotic damage.
- When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Crimson Defence
Starting at 3rd level, your proficency with the crimson elements has deepend
- While a crimson rite is active you gain a resistance to the opposing element of that rite
Fire X Cold
Lightning X Thunder
Acid X Poison
Force X Psychic
Radiant X Necrotic
Bloody Rage
You charm a number of creatures equal to your proficiency modifier that you can see within 30ft, forcing it to make a Wisdom saving throw.
On a failed save, the creature is enraged and drawn to you, using its full movement and action to recklessly attack you, granting advantage on the melee attack rolls the creature makes and melee attack rolls made against it until the start of the creature's next turn. at which point, the creature will repeat the Wisdom saving throw. On a successful save, the charmed effect will end.
If the creature is killed whilst under the charmed condition, you will regain hitpoints equal to 2 rolls of the hemocraftic die.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Bloody Rage twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.
Arrhythmic Puppetry
Upon reaching 11th level, you spill your own blood to reinvigorate and bolster yourself and your allies with the body's full benefits,.
As an action, you puppet and orchestrate the rhymtic hearts of those in a sphere centered on you with a 10-foot radius. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. At the start of your turn, you must choose one benefit that will be granted whenever a friendly creature (including you) starts its turn in the sphere, this benefits can be reselected at the start of your next turn,:
- You grant it temporary hit points equal to {{scalevalue}} plus your hemocraftic modifier.
- You end one effect on it causing it to be stunned, charmed or frightened.
- You grant the creature an extra 10ft of movement on this turn.
Once you use this feature, you suffer one level of exhaustion and must finish a short or long rest before you can use it again. You can use Arrhythmic Puppetry twice between rests starting at 15th level.
Blood Curse of the Fellowship
At 15th level, you hone your hemocraft skills to rally your allies to punish the wicked. You gain the Blood Curse of the fellowship for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
When the hit points of an ally you see drops to zero or they become incapacitated, as a reaction, you can choose a number of creatures within 30 feet of you, up to a number equal to your hemocraftic modifier (minimum of one). Each of them can immediately use its reaction to move up to its speed, without provoking opportunity attacks and take the attack action against the creature responsible.
Amplify: The chosen friendly creatures make their attacks rolls with a bonus equal to your hemocraftic modifier (minimum of one)
Blood Curse of the Fellowship
When the hit points of an ally you see drops to zero or they become incapacitated, as a reaction, you can choose a number of creatures within 30 feet of you, up to a number equal to your hemocraftic modifier (minimum of one). Each of them can immediately use its reaction to move up to its speed, without provoking opportunity attacks and take the attack action against the creature responsible.
Amplify: The chosen friendly creatures make their attacks rolls with a bonus equal to your hemocraftic modifier (minimum of one).
Blood Curse of the Fellowship
When the hit points of an ally you see drops to zero or they become incapacitated, as a reaction, you can choose a number of creatures within 30 feet of you, up to a number equal to your hemocraftic modifier (minimum of one). Each of them can immediately use its reaction to move up to its speed, without provoking opportunity attacks and take the attack action against the creature responsible.
Amplify: The chosen friendly creatures make their attacks rolls with a bonus equal to your hemocraftic modifier (minimum of one)
Brand of Debilitation
Starting at 11th level, your Brand of Castigation burrows deeper into your foe’s psycheessence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, the creature must make a wisdom saving throw against being frighetened until the end of it's next turn.
Additionally, whilst under the frightened condition weapon attacks with an active crimson rite now crit on an attack roll of 19 and 20.
A Martyr's Sacrifice
Upon reaching 18th level, you put your life on the line. By expending 3 blood maledicts you force a single creature to make a Constitution Saving throw. On success the creature is not effected. On failure you make yourself vulnerable to the damage of the targeted creature's rolls, in turn the creature is also vulnerable to all the damage of your attacks rolls.
This effect will last 1 minute or until either of you dies . You can end it early as an action or if you are knocked unconscious. after which you will suffer 3 levels of exhaustion.
You cannot use this feature again until you finish a Long rest.
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