Base Class: Blood Hunter
Members of the Order of Erupting Blood have decided to use their abilities to their fullest extent. Whether it's losing your loved ones, being under a curse that forces you to leave your life behind, or feeling slighted by the world around you, you believe that you have nothing to lose and will push the limits of your powers, before those powers overwhelm you. While using these extreme abilities is dangerous, it gives you a way to complete your final goals so that when the time comes, you may rest knowing you gave their all.
Blood Curse of Hemorrhaging
At 3rd level when you join this Order you learn the blood curse, Blood Curse of Hemorrhaging (detailed below).
Blood Curse of Hemorrhaging. Whenever you hit a creature that has already hit you, you can use your Reaction to hemorrhage the wound. The creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or take additional necrotic damage equal to your hemocraft damage die on a fail, or half as much on a success. This curse ignores necrotic resistance.
Amplify. This curse deals additional necrotic damage equal to your Intelligence modifier.
Harrowing Hemorrhage
You have learned to channel your blood to keep away anyone that poses a threat to you.
When you select this Order at 3rd level, you can cause part of your body to erupt with blood. As a bonus action, anyone within 30ft that can see you, must make a Wisdom saving throw or be frightened of you for 1 minute can't willingly move to a space within 30 feet of you. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
You can use this effect a number of times equal to your proficiency modifier per long rest.
Hemorrhage Points
Starting when you choose this Order at 3rd level, you learn to harness the power of your hemorrhaging. The blood boils within you and needs to escape. When you reduce a creature to 0 hit points, you gain an amount of hemorrhage points based on how they died (described below).
When you reduce a creature to 0 hit points, you gain an amount of hemorrhage points based on how they died (described below).
1 point: A creature is reduced to 0 hit points within 5 ft. of you by someone else.
2 points: You reduce a creature to 0 hit points with a rited weapon.
3 points: You reduce a creature to 0 hit points while they are cursed.
You can use these points for amplify various abilities (detailed below).
You can spend 1 point to force a creature to make a Strength saving throw or be forced back 5 ft. in a direction you choose.
You can spend 2 points to amplify a curse without having to sacrifice any hit points.
You can spend 4 points to use a blood maledict curse without using a charge of your blood maledict.
You can spend 1-5 points to add a roll of your hemocraft die per point used to the damage of an attack from your rited weapon.
You can have a number of Hemorrhage Points equal to twice your level.
Rite of Invigorated Blood
At 7th level, you learn the esoteric rite, Rite of Invigorated Blood (detailed below).
Rite of Invigorated Blood. You cannot reduce the damage you take from activating this rite. Your rite damage is necrotic damage. While the Rite is active you gain the following benefits:
- You gain an additional Hemorrhage Point when you reduce a creature to 0 with the rited weapon.
- Once per turn, you can use a bonus action to teleport to a creature that you have already hit or that you have cursed as long as they are within 30 feet of you.
Blood Network
You gain a better understanding of the blood that surrounds you, both in yourself and your enemies.
When you reach level 11, the range at which you gain hemorrhage points extends to 30 ft.
Additionally, when you deal an instance of necrotic damage, you gain a hemorrhage point.
Invigorated Blood - Movement
The blood inside of you gives you more energy the closer it gets to erupting.
At 7th level, your movement speed increases by 10 feet.
Erupting Blood
Eventually, the blood inside of you has an intense desire to escape. This is your chance to be a protective sacrifice for your party members, or finally let the rage inside you loose.
Once you reach level 11 and use an amount of hemorrhage points equal to your level, every use after has a stacking 10% chance to activate your Erupting Blood which resets after a long rest. When this ability is activated, you must spend your next action on Erupting Blood.
Everyone within 20 feet must make a Dexterity saving throw, taking an amount of necrotic damage depending on your level or half on a success. Anyone within 10 feet has disadvantage on their saving throw. The blood hunter takes all of this damage with no save.
After Erupting Blood has been triggered, roll a D20: 1-2 you succumb to the blood and dies, 3-6 you take 5 levels of exhaustion, 7-12 you take 4 levels of exhaustion, 13-17 you take 3 levels of exhaustion, 18-20 you take 2 levels of exhaustion. This table changes at levels 15 and 18.
After triggered, Erupting Blood cannot be triggered for 7 days.
Quell the Eruption
You have gained better control over the roiling blood inside of you and are less likely to be torn asunder.
When you reach level 15, the aftereffects of your Erupting Blood ability changes (as described below).
On a 1, you succumb to the blood and dies. On a 2-5, you take 5 levels of exhaustion. On a 6-10, you take 4 levels of exhaustion. On a 10-16, you take 3 levels of exhaustion. On a 17-19 you take 2 levels of exhaustion. On a 20, you take 1 level of exhaustion.
Once you reach level 18, replace this feature with Control the Eruption.
The Calm Before the Storm
You've gained the ability to focus on your own blood and use it to your advantage.
When you reach level 18, you can sacrifice your hit dice to gain hemorrhage points. When you take a long or short rest, you can sacrifice up to half of your hit dice to gain 1 hemorrhage point per dice sacrificed.
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