Base Class: Blood Hunter
The ability to bind creatures to one's service is a old and dangerous practice, grafting sigils onto one's body in order to keep wild creatures under order. The Order of the Summoner are known for holding many different types of beast in their arsenal for many different situations. They use their latent hemocraftic abilities to bind the souls of slain creatures to them, using them as key allies in dangerous fights. Don't be fooled however, as these creatures hold no loyalty and will take any opportunity they can to destroy their master.
Beast Authority
When you choose this archetype at 3rd level, you learn how to better handle creatures of nature. You gain proficiency with Animal Handling and Nature.
Soul Summon
At 3rd level, you have gained the ability to graft a creatures soul onto your body. Upon you or your ally killing an enemy, you may bind the soul of the creature to your service, as long as the creature is not a humanoid or undead and has a CR equal to or less than 1/3 of your Blood Hunter level rounded down. The grafting takes form the sigil on your body. You may have a number of creatures bound to you equal to your Hemocraftic Modifier. If you attempt to bind a creature to your service while you have the max number of creatures, you must expel one creature in your possession in order to bind the new one.
As a bonus action, you may touch one of your sigils and summon one of your bound creatures in a space that you can see within 30 ft. of you for 1 minute or until the creature reaches 0 hit points. After 1 minute or the creature dropping to 0 hit points, the creature returns to your sigil. The creature shares your initiative order and goes directly after you in combat. The creature may add your proficiency bonus to attacks, saving throws, and ability checks. The summoned creatures hit points may not exceed 5 x your Blood Hunter Level. While summoned, you must hold concentration on the creature (similar to a spell) and if you lose concentration then the summon creature becomes hostile to you and your allies. As a bonus action, you may take damage equal to a roll of your Hemocraft Die in order to regain control of the creature. After using this feature, you must take a short or long rest before using it again.
Improved Summoning
At 7th level, your summoned creatures attacks count as magical for the purposes of overcoming resistances. Additionally when you use a Blood Curse on an enemy, you may do so from the position of your bound creature.
Brand of Cruelty
Starting at 11th level, when your bound summon, for the first time, attacks a creature under the effect of your Brand of Castigation, that summon has advantage on all attacks.
Twin Summon
Starting at 15th level, you may choose to summon two creatures in your service when you use Soul Summon. If you do so, you have disadvantage on the Concentration checks to maintain control over the creatures and must roll 2 Hemocraft Die in order to regain control of both creatures. You may not negate this disadvantage in any way.
Master of Summoning
At 18th level, you have hold the ability to channel your Crimson Rite through your beast. While you have one or more Crimson Rites active, your creature may benefit from the effects of it as well.
Previous Versions
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9/13/2023 2:39:16 AM
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