Blood Hunter
Base Class: Blood Hunter

Blood hunters that trained to become Crimson Knights have dedicated themselves to using their and opponents blood as a weapon, masterfully crafting swords, bows, and firearms from the smallest of cuts in a target. They are fierce warriors who's history and codes are dedicated to embracing and harnessing darker magics to strike down evils that get in the way of their goals. 

Crimson Conjuration

When you join this order at 3rd level, you learn the ability to conjure objects, tools, and weapons from the blood of other creatures, coagulating into a useable weapon, you gain the following benefits:

  • Crimson Weapon: As a bonus action or when you make a weapon attack, you can immediately conjure a Crimson Weapon, the damage this weapon does is force, it must be a weapon you are proficient in, and it ignores ammo requirements. This feature stows weapons and or shields automatically if you have no free hands to wield the Crimson Weapon. 
  • Crimson Wrath: Once per turn, you can expend a use of Crimson Conjuration to make one additional weapon attack on your turn with the Crimson Weapon when you take the Attack action.
  • Sanguine Lance: When you make a weapon attack with your Crimson Weapon, you can expend a use of Crimson Conjuration to extend your Crimson Weapon's reach by allowing the opponents blood to be coalesced onto your weapon. You can roll 1 Hemocraft die of damage to yourself for every 5 feet you extend the weapons reach or range to a maximum of 15 feet. This feature lasts for a 1 minute. If you summon a new Crimson Weapon before the duration ends, the blood congeals around that new weapon, giving it the same reach or range extension.
  • Blood Tools: You can spend an action to expend a charge of Crimson Conjuration to create a set of artisan's tools within 10 feet of you, you become automatically proficient in if you lack proficiency, or a non magical object no more than 3 feet in any dimension within 10 feet of you. This object disappears after 1 hour or until you summon another object or tool, you also lose the proficiency until you summon a new set of tools.

You can use this feature a number of times equal to your proficiency bonus, and all uses recharge after a short or long rest.

Steel Clot

Upon reaching 7th level, you learn to apply your own blood to your armor, increasing its defenses. When you are hit by an attack, you can use your reaction to expend a use of your Crimson Conjuration or take damage equal to a roll of your hemocraft die. Upon doing so, roll a hemocraft die, and add that result to your armor class until the start of your next turn.

You can expend an additional use of Crimson Conjuration or take damage equal to a roll of your hemocraft die in the same reaction to reroll the hemocraft die that increases your armor class, taking the higher result.

Brand of the Exalted Servant

Starting at 11th level, your Brand of Castigation weaves and pierces into the targets skin, fusing itself into the creatures blood. If a creature affected by this brand dies within the next minute, the blood drains itself out of the body, and forms a blood Water Elemental under your control. The Water Elemental shares your proficiency bonus, it's initiative is the same as the creature it was created from, is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Water Elemental stat block.

You determine the elemental's appearance. Some Crimson Knight's form it after themselves, a pet, or just as a swirling mass of blood.

Blood Curse of Rending

At 15th level, you hone your hemocraft to disrupt the defenses in creatures, becoming slow and easier to hit. You gain the Blood Curse of Rending for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Rending

As a bonus action, you choose one creature you can see within 30 feet of you and drain the blood from that creature, making it slow and easier to hit. All attack rolls against the target are made at advantage until the start of your next turn.

Amplify. The target creature's armor class is reduced by an amount equal to your hemocraft modifier for 1 minute. The target creature can make a CON saving throw at the end of the creatures turn to end this effect on the target creature.

Arterial Step

Upon reaching 18th level, you learn to harness the rhythm of a creatures heartbeat to teleport towards or away from them in a swirl of blood before they can anticipate your attack. Once per turn when you make an attack roll against a creature under the effects of your Brand of Castigation with your Crimson Weapon, you can choose to teleport to an unoccupied space within 30 feet of the branded creature before or after the attack roll is made. The next attack roll against the creature has advantage and that attack deals an additional 3d10 force damage.

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