Blood Hunter
Base Class: Blood Hunter

Blood Hunters who follow the Order of the Metallurgist after years of intense study and practice have found the ability to call upon the various metals in blood and bend them to their will. Create weapons, tools, and items from the blood of your enemies or your own. Bend iron, copper, lead, and mercury to your will and halt the various biological processes that your enemies need to survive. Blood Hunters of the Order of the Metallurgist vary from crazy inventors and scientists to thieves and assassins who can complete a job without leaving evidence. 

Path of Iron

When your first join this order, you learn to master the most common metal in blood, Iron. You gain the ability to shape metal from exposed blood into a small item, tool kit, or a simple weapon who's value cannot exceed 10* your Blood Hunter level.

Objects created by gathered metals can last for an hour before they dissolve into a fine powder of what ever metal the item was made of.  

Rite of Iron

When you join this order at 3rd level, you learn the Rite of the Iron as part of your Crimson Rite feature. When you activate the Rite of the Iron, the extra damage dealt by your rite is the damage type of the weapon used when this feature is activated. Additionally, while that rite is active on your weapon, you can add one of the following weapon properties:

  • Finesse: When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
     
  • Light: A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.
     
  • Reach: This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for opportunity ATTACKS with it
     
  • Thrown:  If a weapon has the thrown property, you can throw the weapon to make a Ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

As a weapon shifts to it's new property, collected iron is used to enhance your weapon. 

 

Armor Siphon

After making an attack on a creature with your rite weapon, you may use a reaction to roll a hemocraft die and subject the number rolled from their AC until the end of your next turn as you strip the physical armor from your targets or absorb more metal from the target making them weaker. You gain half the die total rounded down to your AC until the end of you next turn. You may use this feature your hemocraft modifier times per day.  

Path of the Chrome Alchemist

You gain the greater knowledge of finding more trace metals inside of all creatures, and not just those hiding in blood. Your blood curses and rites now affect creatures without blood. You now also have the ability to control other metals such as Mercury, Copper, or Lead.  When a rite weapon is enhanced or made from one of these metals it also gains the following effects:

Mercury: Your weapon does an additional rite die of poison damage. On an successful hit, the creature must make a Con save equal to your hemocraft DC or become poisoned until the end of your next turn. 

Copper: Your weapon does an additional rite die of lightning damage. On a successful hit, your movement speed is increased by 15 until the end of your next turn. 

Lead: Your weapon does an additional rite die of necrotic damage. On a successful hit, you reduce the creatures movement speed by 15 until the end of your next turn. 

 

 

 

Blood Curse of the Iron Harvest

You gain access to the Blood Curse of the Iron Harvest and it does not count against the amount of Blood Curses you can know.

Blood Curse of the Iron Harvest: As a bonus action you can target a creature within 30ft, making them extremally exhausted as you drain them of their necessary minerals. Until the start of your next turn, the creature gains 2 points of exhaustion.

Amplify: The creature gains 3 points of exhaustion and you gain 1 point of exhaustion until the start of your next turn.    

Transmutational Reaping

As an action you can touch a metal object and break it down into a state of matter of your choice of that metal (Up to DM's discretion). If the item is enchanted you must succeed on an Arcana check that is increased by 5 for every level of item rarity with a minimum of 10 for common items with a maximum of 30 for legendary items. 

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