Blood Hunter
Base Class: Blood Hunter

The Order of the Blood Blade is a unique subclass that is known for its focus on a powerful, magical weapon called the Blood Blade. This weapon is magically bound to the hunter's life force, and can be summoned and dismissed at will, taking on the form of any weapon the hunter desires. This means that Blood Hunters of this order can wield any weapon they desire, making them versatile and adaptable in combat.

Members of this order are highly skilled in using the Blood Blade to deal powerful attacks and drain the life force of their enemies. They are trained to sacrifice their own health to enhance their combat abilities, making them a formidable force on the battlefield. As they fight, they can channel their own blood into the Blood Blade, increasing its power and allowing them to unleash devastating attacks.

In addition to their combat abilities, members of the Order of the Blood Blade also have a unique connection to their own blood. They can manipulate their own life force to heal their wounds and enhance their physical abilities. This allows them to survive even the most dangerous combat situations.

Overall, the Order of the Blood Blade is a high-risk, high-reward subclass that emphasizes the Blood Hunter's already-dangerous nature. With their ability to summon any weapon they desire and their unique connection to their own life force, members of this order are among the most deadly warriors in the game.

 
 

Rite of the Deranged

When you join this order at 3rd level, you learn the Rite of the Deranged as part of your Crimson Rite feature. When you activate the Rite of the Deranged, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have Advantage against being frightened or charmed.
  • When you hit a creature with a weapon for which the Rite of the Death is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Hemocleaver

Starting at 3rd level, you learn to master blood and solidify it into weapons. As a bonus action you can summon any non magical weapon you've seen before. when you summon your weapon you automatically apply your crimson rite and roll your Hemocraft die + your Hemocraft modifier, when applying the extra damage from your Hemocraft die add your Hemocraft modifier.

ex. if you are to use rite of flame with your hemocleaver at 3rd lvl with a wisdom of +4 you'd roll 1d4 + 4 and take that amount upon summoning, likewise if you were to use rite of the deranged you'd roll 2d4 + 4 and take that amount of necrotic.

Additionally 

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you subsume the weapon into your blood stream and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

You can summon two weapons as long as both lack the following properties: heavy, versatile, two handed.

thrown weapons don't dissipate when thrown you can use a bonus action on your turn to call them back to you.

 

Circulatory Respite

Upon reaching 7th level, you have learned to siphon life from the blood you spill, while your crimson rite is active you heal for half the damage dealt by weapons created with the Hemocleaver feature.

additionally you gain a new Blood curse: Mad Marionettist: 

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of blood appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose, otherwise it stands there and cries.

On your subsequent turns, you must use your bonus action to maintain control over the target, or the curse ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the curse ends.

 if the target receives damage from you or your allies the target can reroll the save at advantage. this applies even if you amplify this curse.

Amplified

when amplified this curse can target all creature types and they no longer make saves on subsequent turns.

Brand of transfusion

Starting at 11th level, your Brand of Castigation allows you to siphon more of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, you heal for the total damage dealt when hitting a branded creature instead of half however this only be done once a turn, you can choose to transfuse after the roll.

Blood Curse of the Annoying manic

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Annoying manic for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Annoying manic

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of the Annoying manic

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Rite Resuscitation

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.

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