Blood Hunter
Base Class: Blood Hunter

The blood-born follow a path discovered by mutants centuries ago. They use their blood magic to empower themselves, heal themselves, and turn into other beings. They make magical bloody infusions, mixing their blood with the blood of beasts, celestials, great old ones, fiends, or fey, becoming more like them. All this, however, carries the risk of losing your mind, plunging into madness.

Blood Absorption

At 3rd level, these hunters develop an ability to absorb blood, and can heal themselves with it. When an enemy damages you, if you attack that enemy on your next turn, you can use a bonus action to absorb the blood you draw from them, healing yourself for 1/4 of the damage dealt (rounded down, minimum of 1) up to a maximum equal to the damage they have dealt to you in the last round. This ability does not work on enemies which do not have flesh or blood, such as constructs or elementals.

Infused Blood

At 7th level, the blood hunter can further infuse their blood from one of various types, Beast, Celestial, Fey, Fiend, Elemental and Great Old One. 

Beast: Your blood absorption can heal equal to ½ of damage dealt rather than ¼. 

Great Old One: You gain resistance to psychic damage, and you gain darkvision to 60 feet (or increase by 30 if you have darkvision already).

Celestial: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a short rest. Also, you are now considered to be Aasimar as well.

Fey: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fiend: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these spells. Also, you are now considered to be Tiefling as well.

Elemental: You get all the resistances of your element genasi. Also, you are now considered to be a Genasi as well.

Increased Evolution

At 11th level you gain additional features based on your blood infusion. 

Beast: You begin to take on bestial features. Your movement speed increases by 10 feet while not wearing medium or heavy armor, you become proficient in unarmed strikes, your unarmed strikes now deal 1d6 slashing damage, you can use dexterity instead of strength for your unarmed strikes, and you can apply your Crimson Rite to your claws as if they were standard weapons. 

Eldrich Old One: Your Eldrich blood begins to grant you inhuman insight into the world. You gain expertise in insight and perception.

Celestial: You are now resistant to radiant and necrotic damage.

Fiend: You are resistant to fire, cold, or poison damage, depending on your choice.

Fey: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

Elemental: You gain all spells from you elements genasi.

Corruption

At 15th level, your infused blood begins to affect you even more.

Beast: You also gain bestial senses, which grant you advantage on perception checks based on sight or smell. Your claws also grow stronger, increasing to 1d10 slashing and becoming magical for the purpose of overcoming resistance and immunity. In addition, you gain beastlike fangs. Whenever you use Blood Absorption as a bonus action, you can make a bite attack against your target, dealing 1d6 + your strength or dexterity modifier of piercing damage.

Great Old One: You begin to dream of countless eyes, and your understanding of mortal psyche increases. You gain immunity to being charmed, resistance to psychic damage, and your Crimson rite damage now ignores psychic damage resistance.

Celestial: As an action you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth.

  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Fiend: Your skin becomes harder giving you 1 additional hitpoint for each level.

Fey: You can use the your 11th level as a reaction to a hit, preventing the blood-born from taking damage from that attack.

Elemental: You can turn into streak of elemental matter for 1 minute and you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Complete Corruption

At 18th level, you fully take on the representation of your blood infusion. 

Beast: You begin to look more like a beast than a person, growing hardened fur and a stronger muscled appearance. Your movement speed increases by an additional 10 feet while unarmored, and you gain natural armor equal to 15 + your dexterity modifier. 

Great Old One: You have gained eldritch insight to the point of nearly going mad, rendering your mind incomprehensible to outsiders, and giving you the ability to further force your mind onto the world. You permanently gain the effects of the Mind Blank spell. You can also cast the Dominate Person or Dominate Monster spell once per long rest, lasting up to one hour. Your DC for this spell is 8+ proficiency + your Intelligence modifier.

Celestial: When you use your 14th level feature, you gain the following additional benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Fiend: You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the fire in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes fire damage equal to 3d10 + your Intelligence modifier.

After activating the aura, you can't do so again until you finish a long rest.

Fey: You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a blood hunter spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your blood hunter spells and Crimson Rite options.

Once you use this feature, you can't use it again until you finish a long rest.

Elemental: Your magical soul has become unbreakable diamond, making you more elemental then mortal. You no longer need to eat, drink, or sleep, and you gain resistance to all unmagical bludgeoning, piercing, and slashing damage.

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