Blood Hunter
Base Class: Blood Hunter

While all blood hunters learn to weaponize their blood, those of this order take that to the next level. Channeling their vitality in creating powerful weapons, they are able to adapt their combat styles to best suit what they are hunting. If you find yourself as an enemy of a member of the Crimson Armory, give up, as you can't fight an army on your own.

Crimson Armament

At 3rd level,  you may use your action to conjure in any free hand, a weapon you are proficient with or a shield.

If you conjure a weapon with the loading/ammunition trait using this feature, you can ignore those traits as the weapon creates its own ammunition.

 

Soldier's Adaptability

Additionally at 3rd level, you gain a bonus to your initiative equal to your intelligence mod. 

Further more you gain access to the ritual of the Crimson Soldier. The ritual takes 1 hour, upon completion you may change your fighting style to a different option availing to blood hunters. You can perform this ritual proficiency times per day.

 At 7th level, your ritual becomes more potent, upon completion, in addition to changing your fighting style, you may change any feats from the following list to different option among the list
Feats: Great weapon master, pole arm master, sharpshooter, cross bow expert, dual wielder

At 15th level your Ritual of the Crimson Soldier has reached the pinnacle of its strength, in addition to its other benefits, when you complete the ritual, you may roll a number of hemocraft die equal to your proficiency bonus. You gain  the roller number of temporary hit points until they are depleted or you complete a short rest.

Crimson Enhancement

At 7th level weapons you conjure with your Crimson armament feature gain a +1 to attack and damage rolls and count as magic and silvered for the sake of overcoming resistances

Brand of Restricting Blood

At 11th level, if you hit a creature effected by your brand with a weapon with crimson rite active, the creature must make a con save against your hemocraft DC, if they fail their blood resists them causing their movement to be halved and if they move they take damage equal to your rite die. This can only apply once per turn and lasts until the start of your next turn.

Additionally, you can scry on the branded creature as if you are familiar with them.

Curse of the Crimson Smiting

At 15th level, you learn the Blood curse of Crimson Smiting

When you hit with a weapon attack made by a weapon you conjure, you may use this blood curse to deal an additional rite die of damage.

Amplify: deal an additional hemocraft die, you may amplify this curse up to 4 times

Crimson Mastery

At 18th level you gain complete mastery over the weapon that is your blood:

Weapons you conjure, count as +3 magical and silvered weapons

Weapons you conjure score a critical hit on a roll of 19 or 20

Shields you conjure, give an additional +1 AC

While you have a crimson rite active, You gain resistance to bludgeoning, piercing, slashing in addition to whatever damage type(s) of crimson rite you have active

You no longer suffer extra damage from critical hits.

Whenever you complete the Ritual of the Crimson Soldier and gain temporary hit points, you gain twice that amount instead

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