Blood Hunter
Base Class: Blood Hunter

An Order of Bloodhunters

Bloodhunters of this order undergo excruciating operations to implant arcane technology into their own bodies, gradually transforming themselves into deadly machines. These hunters often see themselves more as weapons than actual people, they see themselves as constructs built to hunt and destroy.

Knowledge of the Machine

When you choose this order at 3rd level, you gain proficiency in tinkerer's tools. Additionally, you have advantage on ability checks you make to operate or understand the function of complex machinery.

Mechanical Augmentation

Also at 3rd level, you gain a series of mechanical augmentations that have been carved into your flesh. These augmentations give you passive benefits and can also be activated using special dice called augmentation dice.

Augmentations. You gain two mechanical augmentations of your choice (shown below in the Mechanical Augmentations section). You gain an additional augmentation of your choice at 7th, 11th, 15th and 18th level. Each time you gain an augmentation, you can also replace one augmentation you currently have with a different one.

Augmentation dice. You have a number of augmentation dice equal to your Proficiency Bonus + 1. Your augmentation dice are the same size as your hemocraft die (they therefore increase in size whenever your hemocraft die increases in size). An augmentation die is expended when you use it. You regain all of your expended augmentation dice when you finish a short or long rest.

Adamantium Skeleton

You have encased your skeleton in adamantium. Your AC increases by 1.

As a reaction whenever you take damage you can expend an augmentation die, rolling it, you reduce the damage taken by the number you rolled + your Hemocraft ability modifier.

Blood of the Machine

You have replaced your blood with an oily black bio-engineered blood. Your hitpoint maximum increases by 1 for each Blood Hunter level you possess.


In addition if you are at 0 hit points at the start of your turn, you can expend a augmentation die and roll it, you regain hit points equal to the result + your hemocraft ability modifier.

Camouflage Skin

You have implanted panels that manipulate light into your skin. you add your hemocraft die to Dexterity (stealth) checks you make

In addition, as an action, you can expend  two augmentation dice to become invisible along with anything you are wearing or carrying for 10 minutes, or until you attack or cast a spell.

Cranial Plating

You have installed a metal cranial plating around your brain, protecting you from mind magic. You gain resistance to psychic damage.

In addition, whenever you fail an Intelligence, Wisdom or Charisma saving throw you can use your reaction to roll one of your augmentation dice and add it to the result. The die is expended only if the saving throw then succeeds.

Crystal Eye

You have replaced one of your eyes with a magical crystal eye. You add your hemocraft die to Wisdom (perception) ability checks you make.

In addition, whenever you miss with a weapon attack, you can expend one augmentation die and roll it, you add the number your rolled to the attack roll, potentially causing the attack to hit. If the attack hits, it also deals additional damage equal to the rolled number plus your hemocraft ability modifier.

Cyber Wings

You have spliced metallic wings onto your back. You have resistance to fall damage.

In addition, as an action, you can expend two augmentation dice to give yourself a flying speed equal to your walking speed for 1 minute.

Metal Claw

You have transformed one of your hands into a metal claw. This claw counts as a simple melee weapon with the finesse and light properties for you, and it deals 1d8 slashing damage on a hit.

In addition, whenever you hit a creature with a melee weapon attack using your metal claw, you can expend an augmentation die, rolling it, the attack deals additional poison damage equal to the result + your Hemocraft ability modifier and the target must succeed on a Constitution saving throw against your Hemocraft DC or be poisoned until the end of its next turn.

Propulsory Cannon

You have installed a deadly cannon into your hand or chest. This cannon counts as a simple ranged weapon for you with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 force damage on a hit.

In addition, whenever you hit a creature with ranged weapon attack using your propulsory cannon, you can expend an augmentation die, rolling it, the attack deals additional force damage equal to the result + your Hemocraft ability modifier and the target must succeed on a Strength saving throw against your Hemocraft DC or be pushed back 15 feet.

Velocity Engine

You have spliced an engine into your heart, allowing you tomove with far greater speed. Your movement speed increases by 10 feet.

In addition, as a bonus action on your turn you can expend an augmentation die to double your movement speed until the end of your current turn.

Sanguine Recharge

At 7th level, you can use your blood magic to fuel your augmentations. Whenever you use your blood maledict feature, you regain an expended augmentation die. Additionally, you can now always use your blood maledict feature on constructs, regardless of whether they have blood or not.

Adaptive Augmentations

Whenever you finish a long rest, you can replace one augmentation you currently have with another. You must meet the prerequisites for the new augmentation.

Brand of Acceleration

Upon reaching 11th level, your Brand of Castigation feature makes you faster against your target. Whenever you make a weapon against the branded creature as part of the Attack action, you can make one additional weapon attack against the same creature as part of the same action. You can use this feature a number of times equal to your hemocraft ability modifier (a minimum of 1). You regain all expended uses when you finish a short or a long rest.

Steel Precision

At 15th level, your augmentations are extremely precise and dangerous. Whenever you roll an augmentation die, you roll the die twice, and choose the higher result.

Blood Curse of Arcane Hacking

At 18th level. you can use your blood magic to reprogram others, as though they were a machine. You gain the Blood Curse of Arcane Hacking for your Blood Maledict feature. This doesnt count against your Number of blood curses known.

Blood Curse of Arcane Hacking

As a bonus action you can choose a creature you can see within 60 feet of you and force them to make a Wisdom saving throw. On a failure, the creature is incapacitated for 1 minute. Whenever the creature takes damage, it can repeat the saving throw, ending all effects on a success.

Amplify. The cursed  creature is charmed  by you for 1 minute instead of being incapacitated. While it's charmed this way the creature obeys your verbal commands.

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