Base Class: Blood Hunter
The Order of the Cold Blooded shrouded in the miasma of mystery. After Surviving the Hunter's Bane they realize the power that can be obtained from being cold and ruthless like ice. It's members having unlocked the latent potential and realization of the hardened cold. Coldbloods remain stoic and unmoved, yet know how to crash like that of a Glacier their prowess in the arcane art of ice infused hemomancy demonstrating their chilled resolve. Over time that potential awakens their adept and sharp style of combat as well as their flexible ability.
Blood Freeze
When you take this subclass at level 3 if you already have Rite of the Frozen, you can use an enhanced version through Rite of the Blizzard Strayer instead. Whenever you use Rite of the Frozen you deal an additional 1d6 cold damage. When you activate Rite of the Blizzard Strayer, your extra damage dealt by your rite is 2d4 cold damage instead. After activating either rite you gain the following benefits:
You have resistance to fire damage
Your weapon sheds a debilitating mist out in a radius of 10 feet and any creature caught in the mist have their speed reduced by 10 ft
Threaded Expenditure
Also at 3rd level when you amplify your blood curse you can apply the effects of any chosen rite but you must roll an extra Hemocraft die when you take necrotic damage from your amplified blood curse.
Frost Sanguine
At 7th level the mist that is shed from your weapon when activating RIte of the Blizzard Strayer or Rite of the Frozen can be extended up to 30 ft. As well, any creature caught in the mist must make a Constitution Save equal to 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom) or be inflicted with Frost needles. You can use this effect equal to your proficiency bonus and must finish a long rest before being able to use it again. Once these needles are inside a target you can use their blood for your hemomancy abilities. Whenever you amplify a blood curse you can choose which creature inflicted with needles or yourself takes the necrotic damage from the hemocraft die. If done from yourself the necrotic damage, which would normally be unable to change, is halved. Creatures in the mist have disadvantage on Constitution saving throws. Also whenever your move speed would be halved by difficult terrain if your icy mist is active your move speed does not become halved.
Frozen Heart
At 11th level When you are struck with an attack your blood flow slows. Just enough so to feint off the brunt of the wound. As a reaction when getting struck with an attack halve the damage you would take, but on your next turn take the halved damage again. On your turn when you take damage due to this trait, you can heal equal to 1d8+ your hemocraft modifier (your choice etween Intelligence and Wisdom). If you were to take damage that would knock you unconscious and unstable you would remain semi conscious and stable instead.
Blood Curse of Absolute Zero
At 15th level your Rite of The Blizzard Strayer is enhanced even further tapping into the cold heart of Ice. You gain the Blood Curse of Absolute Zero for your Blood Maledict. This doesn't count against your number of blood curses known. If Rite of the Blizzard Strayer is active as a bonus action you can use the Blood Curse of Absolute Zero.
When a creature that is in your mist attacks they must roll a Constitution Saving throw equal to 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom) if they fail they are inflicted with Frost needles. Once the needles are in the target they freeze up becoming restrained until the mist is dispersed.
Amplified: The next time you hit a restrained target you deal an additional 4d6 Cold Damage.
Sovereignty of the Cold
Starting at 18th Level you gain immunity to Cold damage. As well as any Cold damage that you would deal is doubled. When emitting your mist you can designate up to 3 other allies. When they strike with a melee weapon or a melee spell attack they deal an extra 2d6 cold damage which for them is also doubled. You are also able to heal them with your Frozen Heart. Thrice every short rest when you strike an enemy with cold damage you can emit blood using your hemocraft to create one of three effects, a billowing chill that spreads your mist out on a point you can see in a 30 ft radius set apart from you, a shield of ice that last until your next turn, or a 20 foot tall and 20 foot long wall. The mist created from the billowing chill can be used with your previous abilities. The shield of ice increases your Ac by 5 and when a creature hits the shield if they are wielding a weapon the weapon becomes cold to the touch way too much for any creature to handle. They must make a Constitution saving throw equal to 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence and Wisdom) or they are disarmed.
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