Base Class: Blood Hunter
The blood ritual for most imbues them with magic and simultaneously ways to use it. Some are not so lucky and instead the magic is trapped in their blood, unable to use it in meaningful ways. These blood hunters must learn to manifest the innate magic of their biology in different ways. Blood hunters of the Order of the Fuel have learned to use their blood as fuel for inventions needing a magical source. They have an infinite supply of blood and by infusing it into machines they are able to use the innate potential in new unimagined ways.
Crafter's Rite
When you join this Order at level 3, you learn the Rite of Fuel as part of your Crimson Right feature. When you activate the Rite of Fuel, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you may use your intelligence modifier for attack and damage rolls on that weapon.
Hemoconstructs
You have found ways to build machines that run on the magic of your blood. Choose two Hemoconstructs that you have built and fueled. You may additional Hemoconstructs at levels 7, 11, 15, and 18.
Hemoarmor
You may take necrotic damage equal to one roll of your hemocraft die to infuse a piece of armor with your blood. Hemoarmor gains a bonus to AC equal to half of your proficiency bonus rounded down. Furthermore, when you active your Crimson Rite, the wearer of the Hemoarmor may choose to become resistant to the damage type associated with your active Crimson Rite for one minute.
Hemoautomatons
You have learned to use your blood to fuel constructs creating Hemoautomaton. You may take necrotic damage equal to a number of hemocraft dice to summon any amount of constructs with a combined challenge rating equal to half your proficiency bonus rounded down excluding CR 0 constructs. You role hemocraft die when summoning a Hemoautomaton equal to the amount of Hemoautomatons you create. Constructing a Hemoautomaton takes four hours and 150gp worth of materials. You may take necrotic damage equal to one roll of your Hemocraft die to heal any Hemoautomaton equal to double the roll of the die. The dungeon master has final say as to whether a Hemoautomaton may be created and used or not.
Hemofocus
You have learned that by infusing parchment and books with your blood, you can turn them into spellbooks and arcane focuses. You may spend 8 hours attuning to a book by soaking the book or parchment in a pool of your blood. For the duration of this ritual, your health points must not exceed 1 or the ritual fails. Your spellbook may start with one spell from the wizard spell list and acts as an arcane focus. The spellbook works the same as a wizard spellbook for the purposes of inscribing spells. Instead of using spellslots spells are cast by taking necrotic damage equal to a number of rolls of your hemocraft die equal to the level of the spell. For example, a first level spell requires 1 roll of your hemocraft die while a fifth level spell requires you to roll 5 of your hemocraft die. This damage cannot be lessened in any way. Your spell is activated after you take the damage from the hemocraft die and only if your character is not incapacitated.
Hemomixer
You have created a machine that can transform your innately magical blood into elixirs and potions. As a bonus action, you take necrotic damage equal to one roll of your hemocraft die to create one potion or elixir of your choice based on your current level.
Level 3: Potion of Healing, Potion of Climbing, Potion of Resistance, Potion of Water Breathing, and Acid Vial
Level 7 : Greater Potion of Healing, Potion of Poison, Potion of Comprehension, Potion of Diminution, Potion of Growth, and Holy Water
Level 11: Potion of Bottled Breath, Oil of Slipperiness, Potion of Gaseous Form, Potion of Aqueous Form, and Potion of Heroism
Level 15: Potion of Giant's Strength, Potion of Mind Reading, Potion of Advantage, Oil of Sharpness, and Potion of Invisibility
Level 18: Potion of Etherealness, Potion of Invulnerability, Potion of Flying, Potion of Haste, and Alchemist Fire
Hemonition
You may take necrotic damage equal to one roll of your hemocraft die to create 10 bullets, arrows, or other form of ammunition. These bullets deal bonus damage equal to a roll of your hemocraft die when they hit as acid damage. This damage is magical for the purpose of overcoming resistances. This can be done as a bonus action.
Hemotools
You have created a small piece of metal that can congeal your blood into small tools. You may choose to take necrotic damage equal to one roll of your hemocraft die to create a tool of your choice lasting for one minute. At 7th level, you are proficient with any tool you make this way and the tool lasts 10 minutes instead of 1. At 11th level, you have expertise in tools created this way and the tool lasts 1 hour instead of 1 minute. At 17th level, you can treat any roll less than 10 as a 10 when preforming a check using a Hemotool and Hemotools now last until you decide to change the form of the tool.
Hemoweapon
You may take necrotic damage equal to one roll of your hemocraft die to infuse a weapon with your blood. This weapon gains a bonus to attack and damage roles equal to half of your proficiency bonus rounded down. Furthermore, when you active your Crimson Rite, the wielder of the Hemoweapon may choose to deal damage corresponding to your active Crimson Rite instead of the weapon's normal damage type.
Sanguine Explosion
Your many experiments have taught you how to rapidly expel blood that is connected to one of your hemocontrcuts. As a reaction, you may choose to cause any amount of your Hemoconstructs to self destruct. All creatures within ten feet of the hemoconstruct must succeed a Dexterity saving throw equal to 10+proficiency bonus+ your wisdom or intelligence modifier or take acid damage equal to a number of rolls of your hemocraft die equal to your proficiency bonus and become marked by your Brand of Castigation. On a successful save, creatures take half damage.
Hemoconstructs used in the Sanguine Explosion become inert and can no longer benefit from any Hemoconstruct bonuses added until they are reinvested.
Sanguine Animation
You have learned to infuse objects with your blood from a distance, temporarily gaining control over them. You may now cast Animate Objects using your health instead of spell slots. When casting Animate Objects, you may take necrotic damage equal to a number of rolls of your hemocraft die corresponding to the amount of objects you animate. That is to say, if you summon 4 small objects, you take necrotic damage equal to four rolls of your hemocraft die. You would similarly take damage equal to four rolls of your hemocraft die if you animate two medium objects or one large object. Objects animated this way count as Hemoconstructs.
Magic Magentization
Your blood has become so magically charged that it attracts sources of magic. Creatures affected by you Brand of Castigation now pull sources of magic towards them. When casting a range spell requiring an attack roll and targeting a creature within 30ft of a creature marked by your Brand of Castigation, missed attacks automatically redirect to the closest branded target. Roll a second attack role to hit the branded target. Likewise, when a creature within 20ft of a branded target succeeds on a saving throw against a spell, the branded creature must also attempt a save against the same spell. Healing spells cast in the area automatically channel half of the healing to the branded target if they are within 20 ft of the person the spell was cast on.
Sanguine Conductor
You have mastered the magnetic powers of your blood and are now able to absorb magic into your blood. When you or one of your hemoconstructs are hit by magic damage, you retain a portion of that magic in your blood, and can channel that residual power for 1 minute to gain the following benefits:
- Gain resistance to all magic damage
- The first time you use Sanguine Explosion, your hemoconstructs aren’t rendered inert.
- Damage dealt by your brand of castigation is doubled for 1 min
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