Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Enchantress follow loosely remembered incantations, instructions and rules that enhance their equipment to give them the upper hand against magicless creatures.

Rite of Enhancement

You learn the Rite of Enhancement as part of your Crimson Rite feature. While the Rite of the Dawn is active, the extra damage dealt by your rite is force. While active you gain the following benefits:

 - You can score a critical hit on a roll of a 19 or 20 with a weapon that has this rite active.

Enchanter

At 3rd level, you gain the ability to enchant a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

 

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

Curser

At 7th level, as an action, you attempt to curse an enemy's weapon. You reach for the weapon of a creature you are currently grappling, or is incapacitated. Make a DC 15 Intelligence (Arcana) check. On a success, the weapon gets a -1 to all attack rolls for one minute.

 

You can succeed with this ability once before a short rest.

Bloodied Enchants

At 11th level, when you use your "Enchanter" ability, you can choose to instead take three hemocraft die rolls necrotic damage to make it a +2, or six hemocraft die rolls to make it a +3.

Improved Rite

By 15th level, you can now score a critical hit on a roll of 18, 19 or 20 when attacking with a weapon in which your Rite of Enhancement is active.

Enchant Master

At 18th level, when you use your "Enchanter" ability, you can instead enchant two pieces of equipment. If making one, or both, higher than +1, roll separately for the damage taken per each.

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