Blood Hunter
Base Class: Blood Hunter

You learn abilities such as blood transfer and even saving yourself from death. Blood manipulation is quite useful.

Blood Transfer - 3rd Level

Starting when you choose this Order, you learn the ability of Blood Transfer (detailed below)

1. You may spend 1 action studying and transferring the blood of a being to another. Both creatures must be within 60 feet of each other. You restore health equal to rolls of your hemo die equal to your proficiency to the receiver of the transfer. For example, at 3rd level, your restore  2d4 and at 5th level you restore 3d6). The being you took blood from receives damage equal to what you restore to the receiver. You may transfer blood from a dead body but you must make a medicine check to decide if the blood is good to use. If you transfer bad blood, the receiver of the blood takes damage equal to what they would gain for good blood. You may use this ability 1 + your con modifier per long rest.

1. When using this on an unwilling creature, they must make a constitution saving throw against your Hemocraft save DC. On a failed save it works, on a successful save it doesn’t. A use of this ability is expended either way.


2. You may only Transfuse blood between those of similar races. (Humanoid to Humanoid, etc., Ask DM if unsure.)

3. Beings without blood cannot have blood taken or given to them.

Bad blood is Expired blood. Blood in an area above 40 F (4 C) lasts about 8 hours and refrigerated blood (anything below 40F/4C) lasts about 5 days. (YOU MUST roll medicine to check the age of the body.) Blood from another race is also classified as Bad blood.

Greater Circulation - 3rd Level

Also Starting at 3rd Level, you learn how to circulate your blood faster, therefore keeping you on the field longer. Whenever you roll HP at a level up (including this level), you may add your proficiency as well as constitution to the roll.

Blood Transfusion - 7th Level

Through extensive use of blood transfusions, you now have mastered it.

1. You now heal with hemo die equal to your proficiency + con. For example, at 7th level, you heal 3d6+con and at 11th level you heal 4d8+con.

2. You can now purify blood during transfer; the effect of bad blood is negated if you choose to do so.

Wound Hemorrhage - 11th Level

As well as knowing how to heal a body, you have done extensive research into how to harm a body. You can now overflow a wound with blood.

As a bonus action, you may hemorrhage a wound on a creature within 30 feet. (Details below)

1. You may only do this on a creature with a visible wound.

2. This ability does extra 1d4 damage per attack on this creature (everyone gains this bonus)

Blood Rush - 15th Level

Due to your blood research on others (and maybe some upon yourself), you have mastered the flow of blood within your own veins. You can kickstart your body at death, resisting a meet with the grim reaper.

1. Once per long rest, upon falling to 0 hitpoints, you may choose to fall to hitpoints equal to one roll of your hemocraft die + con mod instead of going to death saves. When doing so, you gain one level of exhaustion.

Power Word: Bleed - 18th Level

You have mastered the blood within all beings and can now command it inside the body as well as out.


1. You must concentrate on this ability for one turn and you may release it upon your next turn as a bonus action. The target must make a constitution saving throw to resist the effects. On a successful save, the target takes half damage and upon a failed save they take full damage. This ability does 8 rolls of your hemocraft die in damage as well as one roll of damage to yourself upon activation. You may use this ability equal to your constitution modifier per long rest.

2. You cannot release this ability and start concentrating on a new one
in the same turn.

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