Base Class: Blood Hunter
Blood Hunters of this Order revel in bloodshed. Their favored prey are usually blood drinking creatures such as vampires, chupacabras and stirges.
(Disclaimer: This is not my own creation, but rather is an attempt at a more balanced subclass. This was originally made by R4GE_InC4rN4te.)
Blood Curse of Hemorrhaging
At 3rd level, you’ve honed your hemocraft to make wounds on your enemies more brutal and painful. You gain the Blood Curse of Hemorrhaging for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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. 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. This curse ignores necrotic resistance.
Amplify. This curse deals additional necrotic damage equal to your Hemocraft modifier.
Life through Blood
At 3rd level when you join this Order, you always Amplify any Blood Curse you use. However, whenever you cast a Crimson Rite or Amplify a Blood Curse, you gain a ward which blocks damage equal to the amount of damage taken in order to Amplify a Blood Curse or to cast a Crimson Rite. When you cast a Crimson Rite or Amplify a Blood Curse, you create a ward with hit points equal to the damage taken to do this, or you add that much to your ward if you already have an existing one. This ward can have a maximum number of hit points stored in it equal to 4 times your Blood Hunter level plus your Hemocraft modifier. This ward dissipates whenever you take a long rest.
Whenever you would take damage, instead remove hit points from this ward. If the damage taken would reduce the ward to 0 Hit Points, the ward fades and you take the remaining difference of damage.
In the event you would reduce yourself to 0hp from Amplifying a Blood Curse, casting a Crimson Rite or using your 18th level class feature, you fall unconscious and your existing ward fades.
Rite of Viscera
At 7th level, whenever you activate a Crimson Rite the damage you take is halved. Additionally, you learn the Rite of Viscera esoteric rite (detailed below).
Rite of Viscera. Your rite damage is acid type. The damage you suffer from activating this rite is unaffected by any effect that reduces the damage of activating rites. While the Rite is active you gain the following benefits:
- You can make a ranged spell attack on a creature within 30 feet of you using the weapon's attack modifier or your Hemocraft modifier, whichever is higher. On a hit, the attack deals 2 hemocraft die of acid damage.
- Once per turn, when you hit a creature with an Attack using the rite weapon or the ranged spell attack provided by this rite, they must make a Constitution saving throw. On a fail, the creature takes 1d4 acid damage at the beginning of their next turn.
Brand of Exsanguination
At 11th level, your Brand of Castigation ruins the branded creature's ability to heal naturally, and turns its pain into power for you. Creatures that you brand cannot regain hit points due to the Regeneration feature. Once per turn, when ever you deal damage to the branded with a weapon bearing a crimson rite or with a ranged rite attack, you can use your reaction to gain HP equal to half the total damage dealt
Additionally, you can, as an action, choose to end your Brand of Castigation early and force the branded creature to make a Constitution saving throw. On a fail, the brand forcibly expels the branded creature's blood from it's open wounds, mouth, ears and eyes dealing 2d8 necrotic damage and stunning them until the end of your next turn. On a success, the creature takes half damage and is not stunned.
Essence Drain
At 15th level you gain the ability to cast the spell Vampiric Touch using your Hemocraft ability. You can cast this spell a number of times per long rest equal to your Hemocraft modifier (Minimum 1). When you cast the spell or use the spell attack of the spell, you can make the melee spell attack a ranged spell attack with a range of 30 feet if your intended target does not have its full hit points. Additionally, whenever you hit with the first melee weapon attack of your turn, you can forgo your Extra Attack to instead make the spell attack of Vampiric Touch as a Bonus Action.
Sanguine Evisceration
At 18th level you channel your hemocraft magic into your heart to prepare it for a massive, final beat. You can only use this feature once per long rest and only when you have 30 hp or less remaining. As your Action you reduce yourself to 0 hp by expunging the last of your blood in a burst of red mist in a 30 foot radius centered on yourself, you fall unconscious but do not fall prone and cannot be healed by sources other than this feature when rendered unconscious in this manner.
Creatures within the sphere can make a Dexterity saving throw to avoid being coated in your blood. On a success, only a small portion of your blood spatters on them. You can choose creatures to not be affected and creatures without blood, like constructs and certain undead, are immune to this feature.
At initiative count 1 of the same round you activated this feature, your hemocraft magic allows your blood to seep into the affected creature(s), convert their blood into yours and draw it back into your body to restart your heart. Creatures who failed the save take 8d6 necrotic damage that ignores resistance, while creatures that succeeded the save only take half damage. You regain hit points equal to half the damage dealt this way, and if you are holding a weapon, your Rite of Viscera is applied to it.
Previous Versions
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12/24/2021 4:02:19 PM
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3/3/2022 2:51:23 AM
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62
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1.1
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Coming Soon
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