Base Class: Blood Hunter
Though most blood hunters align themselves with an order, there are few who break apart from them or even learn the ways of one without truly forgoing the hunter's bane. The few who do are viewed as wretches by fellow blood hunters and are considered part of the monsters that must be destroyed.
Your reasoning for betraying your order can be virtuous, maybe you had different beliefs from your peers and using your abilities for another purpose, or you could be the vast opposite, using your abilities for selfish gain or terrorizing innocents. Whichever way you broke apart from your order, the very magic you use has grown angry. Your hemocrafting abilities have grown rampant without the aid of an order as it now tries to destroy the monsters it's directed at, and the user.
Hemorrhage
The abuse of magic that isn't allowed for use by your hand has caused great suffering to your body. Your hemocraft die increases for all rolls, it becomes a d6 upon choosing this subclass, a d8 at 5th level. This damage is increased at 7th level.
Scarlet Treason
As your blood infuses with your blade, it creates two elements, both of which seem to not only lunge at your enemies but at yourself. At 3rd level, you can now have two active crimson rites on a single weapon, you roll the extra damage separately for each rite.
Severe Hemorrhage
The abuse of magic that isn't allowed for use by your hand has caused great suffering to your body. Your hemocraft die increases for all rolls, it becomes a d10 upon reaching 7th level, a d12 at 11th level, and a d20 at 17th level.
Transcendant Maledict
Bringing from within yourself more blood, you believe your victim is being granted mercy. At the 7th level, when you run out of uses of your blood maledict, you can cast another blood curse you know, but it must be amplified at full damage to yourself and any other receiving party.
Sanguine Consequence
As more blood drips from your body, you realize more is drained from you. At 11th level, for every hemocraft die roll, whenever you roll below a 3, you replace the roll with a 3. This minimum increases later on.
Forbidden Maledict
As your blood mixes with the magic, you hear the cries of those you've betrayed. At 11th level, you can cast any blood maledict you don't know at the time, this curse must be amplified, and you must roll your hemocraft die twice for each effect. You may also use other subclass's blood curses at the appropriate level, they must also be amplified, and the hemocraft die must be rolled three times.
Sanguine Punishment
As you look at your hand, you realize you've been getting paler and paler. At 15th level, for every hemocraft die roll, whenever you roll below a 6, you replace the roll with a 6. This minimum increases to 10 at 17th level.
Blood Curse of the Ignominious
As an action, you designate a creature with 30 feet to be damned. This damnation causes them to lose a resistance of your choosing until the end of your next turn.
Amplify. You can remove invulnerability in return for you taking on the weakness of the same damage type.
Sanguine Execution
As you raise your blade, you wonder if whose blood that lands on it truly matters anymore. At 18th level, the first time you roll your hemocraft die per turn, roll the die twice and take the higher result. This feature is compatible with your 20th level ability.
Brand of Devastation
Starting at 18th level, when you brand a creature, they take double damage from any attack made by you. In return, you take the normal amount of damage they would've taken if this brand wasn't activated.
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Posted Aug 29, 2022Noice.