Base Class: Blood Hunter
Blood hunters of The Order of the Living Blade hone their martial prowess to a deadly degree. As a result of the Hunter's Bane, these blood hunters possess the ability to fashion weapons out of their own blood and use them hunt and eliminate threats. Members of this Order also use their accursed blood to enhance these macabre weapons, further increasing their potency in combat.
Bonus Proficiency
You gain proficiency in heavy armor and one tool of your choice.
Blood Weapon
When you use your Crimson Rite feature, you can fashion a weapon out of your own blood instead of imbuing an existing weapon you are wielding. You can choose from the list of weapons in chapter 5, “Equipment”, of the Player’s Handbook. This weapon is imbued with the effects of the rite you have chosen, and it lasts until the end of your next short or long rest or until you die.
Whenever you create a weapon in this way, you can enhance it by choosing a number of benefits up to 1 + your Hemocraft modifier (minimum of one benefit). These benefits are listed under “Enhancements” below. Some enhancements allow you to amplify its effects. You use the rules for amplifying a curse from your Blood Maledict feature when doing so for your enhancements.
When you reach 7th and 14th level in this class, you can summon an additional weapon instead of imbuing an existing weapon.
Reabsorbing Essence
While you have the weapon from your Blood Weapon feature summoned, you can use a bonus action to bring that blood back into your body. When you do, the weapon disappears and you regain a number of hit points equal to your Hemocraft die + your Hemocraft modifier. You can also use this feature as a reaction when you are reduced to 0 hit points but not killed outright.
In addition, you can draw and store up to two weapons when you would normally be able to draw or stow only one.
Additional Fighting Style
You can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make eithba melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Vulnerable Wounds
Your blood weapons inflict grave injuries. You know the Blood Curse of Exposure if you haven't already, which doesn't count against the number of blood curses you know. Whenever you amplify this curse, you don't take necrotic damage as long as you are using a weapon summoned by your Blood Weapon feature.
Blood Curse of Exposure
When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Untik the end if the target's next turn, it loses Resistances to all damage dealt by the triggering attack or spell (including for that triggering effect).
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.
Deathly Ichor
Whenever you amplify a blood curse or an effect from your Blood Weapon feature, you can choose to deal extra necrotic damage to the creature equal to a Hemocraft die on a hit.
Enhancements
Bloodseeker (7th Level or Higher). When you hit a creature that is below its hit point maximum, the weapon deals extra damage equal to your Hemocraft modifier (minimum of one damage); the damage type is the same as your chosen rite. That creature can take this damage only once per turn.
You can choose to amplify the damage. When you do, the target instead takes additional damage equal to your Hemocraft die + your Hemocraft modifier.
Boiling Blood. When you hit a creature with this weapon, it can’t take reactions until the start of your next turn.
You can choose to amplify this benefit. When you do, the creature must succeed on a Constitution saving throw or its weapon attacks deal half damage until the start of your next turn.
Bolstered Essence. You can add your Hemocraft modifier (minimum of +1) whenever you make a Constitution saving throw.
Fluid Parry. When a creature you can see makes an attack against you, you can use your reaction to roll a Hemocraft die and add the number rolled to your AC, potentially causing the attack to miss.
Life Force Drain (7th Level or Higher). When you hit a creature with this weapon, you gain temporary hit points equal to your Hemocraft die.
You can amplify this benefit. While you have these temporary hit points, you have resistance to the damage type that the weapon deals including the extra damage dealt by the rite.
Porous Contamination. When you hit a creature with this weapon, you can force it to succeed on a Constitution saving throw or have it become poisoned until the start of your next turn. While poisoned in this way, its movement speed is halved.
You can choose to amplify this effect. When you do so, the creature becomes poisoned for 1 minute, and it takes poison damage equal to your Hemocraft die at the start of each of its turns. At the end of each of its turns, it can make a Constitution saving throw, ending the effect on a success.
Pheremonic Fluid. While wielding this weapon, you can add your Hemocraft modifier to your Charisma (Persuasion) checks (minimum of +1). If you have multiple weapons with this enhancement, you add this bonus only once per roll.
You can choose to amplify this benefit. When you do, the creature is also charmed by you for 1 hour. This effect ends early if the creature is attacked or sees one of its allies being attacked. It also ends early if the weapon is no longer on your person.
Pure Blood Potency. The weapon gains a +1 bonus to attack and damage rolls, and the DC for class features that use your hemocraft save DC increases by 1. The respective bonuses increase to +2 at 10th level. If you have multiple weapons with this enhancement, you add this bonus to your DC only once, using the higher number.
Revolting Miasma. When you hit a creature with this weapon, you can force it to make a Constitution saving throw. On a failed save, the creature can’t willingly move towards you during its next turn. If the creature starts its turn within 5 feet of you, it must use its full movement to move away from you using the safest path available.
Sanguine Projectile (Ranged or Thrown weapon only). The weapon ignores the loading property if the normal version of the weapon has it, and it creates its own ammunition. If the weapon has the thrown property, it returns to you immediately after it is used to make a ranged attack. When you hit a creature with a ranged attack, the projectile splashes onto nearby targets. The creature and each target within 5 feet of it must succeed on a Dexterity saving throw or take damage equal to your Hemocraft die; the damage type is the same as your chosen rite.
You can amplify this effect. When you do, the creature that you hit has disadvantage on its saving throw, and any target that succeeds on its saving throw against this effect takes half damage.
Thirsting Weapon (7th Level or Higher). When you take the Attack action, you can make one additional attack as a bonus action. You can do so a number of times equal to your Hemocraft modifier (minimum of once). When the weapon disappears, any unused uses of this benefit are wasted.
You can amplify this additional attack. When you do, you add a Hemocraft die to the weapon’s attack roll.
Viscous Splash. When you hit a creature, you can force it to succeed on a Dexterity saving throw or have it become blinded until the end of its next turn. This effect ends early if the creature, or someone else within reach, uses an action to remove the especially thick blood.
You can choose to amplify this effect. If the blood remains on the creature at the end of its next turn, the blood hardens and the creature becomes blinded for 1 minute. The creature, or another within its reach, can use an action to break the crusted blood by succeeding on a Strength (Athletics) check against your hemocraft save DC.
Previous Versions
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