Blood Hunter
Base Class: Blood Hunter

Order that tinkers with blending technology and hemocraft. 

Tinker Training

When you choose this archetype at 3rd level, you gain proficiency with Tinker's Tools. You also learn to craft one item on the "Replicate Magic Items 2nd level Artificer" in the Artificer's Replicate Magic Item ability. You can change the the item replicated over the course of a long rest.

Blood Steam Gauntlets

Also at 3rd level, you learn to craft weapons enhanced with Blood Steam technology. Your first creation is a pair of Blood Steam Gauntlets that enhance your unarmed and weapon attacks. Your unarmed attacks deal 1d4 + Intelligence modifier damage, and can be targeted with spells or abilities as if they were weapon attacks. A number of times equal to your proficiency modifier per long rest, you may add your Hemocraft Die + your Intelligence modifier to a weapon attack roll and damage if it strikes.

At level 18, the base damage of your Blood Steam Gauntlets becomes 1d8.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Blood Crystal Breakthrough

At 7th level, you have a breakthrough in Blood Crystal technology. You learn to craft and harness the energy of Blood Crystals, by adding them to your gauntlets and armor, you can save yourself from attacks that would otherwise harm you. As a reaction, you add your Hemocraft die + Intelligence modifier to a failed save, or gain a number of temporary HP equal to your Hemocraft die + your Intelligence modifier.

You also learn to craft new items with the insight gleaned from the process. You consult the Replicable Items (6th-Level Artificer) table when determining what items you may replicate. You also learn one Artificer Infusion. You use half your Blood Hunter level when determining which infusions you qualify for. 

Blood Crystal Cannon

At 11th level, you learn to craft a Blood Crystal Cannon and install it in your Gauntlets. The cannon converts your Rite's energy into a massive blast of elemental power. As a bonus action, you activate the cannon dealing damage in a 15 foot cone. Enemies in the area make a Dexterity save or take damage equal to your Hemocraft die + Intelligence modifier. The type of damage is determined by your active Crimson Rite.

You now consult the Replicable Items (10th-Level Artificer) table when determining which items you can replicate with Tinker Training.

Master Tinkerer

Starting at 15th level, you gain expertise with Tinker's Tools and Smith's Tools. You gain another attunement slot (up to 4) for equipping magic items or infusions. You learn an additional infusion as though you were an Artificer of half your Blood Hunter level. Also, you may now consult the Replicable Items (14th-Level Artificer) table when replicating your item with Tinker Training.

Blood Steam Armor

At 18th level, you combine your different inventions into one complete set of armor that enhances your armor, movement, and other inventions. You now add your Intelligence modifier to your AC.  Your movement speeds increase by +20 feet. Your Blood Steam Gauntlets now deal 1d8 + your Intelligence modifier base damage, and your Blood Crystal Cannon now deals damage in a 20 foot cone. You also gain one extra attunement slot (5 total) to equip magical items. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/1/2023 11:35:24 PM
2
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes