Base Class: Fighter
Blood archers are cursed beings that should not exist. Whether you be of Undead, Celestial, Infernal, Abyssal, or extraplanar origin, you have come to realize that while your non-human blood may make you reviled by some, and is oftentimes more curse than blessing, your blood can also be a weapon. Literally. Blood Archers have mastered the art of using their own blood to harm their enemies, at little cost to themselves.
Blood Archer Anatomy
At 3rd level, your non-human blood has become stronger. You are immune to disease, have resistance to poison damage, and have advantage on saving throws against poison and the poisoned condition.
In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a creature you've dealt damage to, if it has blood.
Blood Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot options of your choice (see "Blood Shot Options'' below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Blood Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to your Proficiency Bonus + your Constitution modifier (minimum of 2), and you regain all expended uses when you finish a short or long rest.
You gain an additional Blood Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 15th-level fighter.
Blood Shot Options
The Blood Shot feature lets you choose options for it at certain levels. The options are presented here in no specific order. They are all magical effects. Some of the Blood Shot features require your target to make a saving throw; the DC is calculated as follows:
Blood Shot save DC = 8 + your proficiency bonus + your Constitution modifier
Bewitching Arrow
You infuse you infuse the bewitching aspects of your blood to cause this arrow to temporarily charm its target. The creature hit by the arrow takes an extra 2d6 psychic damage and must make a Wisdom saving throw. If it fails, you can choose one of the target's allies within 30 feet of it; the target now considers this ally as an enemy until the start of your next turn.
The psychic damage increases to 4d6 when you reach 15th level in this class.
Bloodboil Arrow
The very volatile nature of your blood is infused into an arrow that you fire. The arrow detonates in a cloud of ignited blood after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage as their bodies start burning. This fire damage ignores resistance.
The fire damage increases to 4d6 when you reach 15th level in this class.
Bloodshard Arrow
You transform your arrow into a thread of sharp blood, which, instead of an attack roll, fires forward in a 1-foot wide, 30-foot long line, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw or take damage as if it were hit by the arrow plus an extra 1d6 piercing damage. On a successful save, the creature takes half as much damage.
The piercing damage increases to 2d6 when you reach 15th level in this class.
Constraining Arrow
When this arrow strikes its target, acidic blood creates grasping and sharp tendrils, which wrap around the target. The creature hit by the arrow takes an extra 2d6 acid damage, its speed is reduced by 10 feet, and it takes 2d6 acid damage the first time on each turn it moves 1 foot or more without teleporting. A creature can use its action to make a Strength (Athletics) check against your Blood Shot save DC, removing the tendrils from itself or another creature within its reach on a success. Otherwise, the tendrils last for 1 minute or until you use this option again.
Both acid damages increase to 4d6 when you reach 15th level in this class.
Exiling Arrow
You use blessed/purified blood to try to temporarily banish your target to a harmless location in the Celestial Plane. The creature hit by the arrow must also succeed on a Charisma saving throw against your Blood Shot Save DC or be banished. While banished in this way, its speed is 0 and it is incapacitated. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
After you reach 15th level in this class, the target also takes 2d6 radiant damage when the arrow hits it.
Hunting Arrow
Your non-human blood allows you to infuse your predatory instincts into your arrow, you grant your arrow the ability to seek and hunt any foe, allowing the arrow to curve and twist its path in search of its prey. Instead of an attack roll, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary, and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow plus an extra 1d6 piercing damage, and you learn the target’s current location.
The piercing damage increases to 2d6 when you reach 15th level in this class.
Shadowblood Arrow
You weave threads of shadows from the blood of your foe, causing it to obscure the battlefield. The creature hit by the arrow takes an additional 2d6 necrotic damage and its blood forms a dark red mist that rises in a 10-foot radius around the target. This mist is magical darkness and spreads around corners. A creature with darkvision can't see through this darkness, and non magical light can't illuminate it. It lasts until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 15th level in this class.
Thunderblood Arrow
You imbue your arrow with the physical strength of your non-human ancestors. The arrow detonates immediately after it hits your target; the creature takes an additional 2d6 thunder damage and is pushed back 15 feet. In addition, it must succeed on a Strength saving throw or be knocked prone.
The thunder damage increases to 4d6 when you reach 15th level in this class.
Withering Arrow
You weave the curse of your blood into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 15th level in this class.
Blood Arrows
At 7th level, you gain the ability to create arrows with your blood. When you make a ranged attack using a shortbow or longbow, you can create a blood arrow in place of standard ammunition. Blood arrows are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. (This also negates the need for arrows just like the Artificer's Repeating Shot Infusion)
In addition, when you use your Blood Shot feature, you can add your Constitution modifier to the damage roll of the effect.
Blood Recall
At 10th level, you learn how to recall your arrows. When you make an attack roll with a blood arrow and miss, you can use a reaction to reroll the attack roll against the original target, as the arrow flies back towards you.
Blood of Creation
Starting at 15th level, as an action, you can choose to sacrifice your life-force to reinvigorate control over your blood magic. You take necrotic damage equal to 1d10 + your Constitution Modifier, which you cannot reduce in any way, and regain 1d4 + your Constitution Modifier uses of your Blood Shot.
Additionally, your Blood Shot Options have improved.
Bloody Volley
Starting at 18th level you have learned to stretch the capabilities of one Blood Shot to hit a large area.
Once per long rest, when you use one of your Blood Shots, you may choose to take 2d10 + your Constitution Modifier of Necrotic damage, which can not be reduced or negated in any way, and fire a Volley of one of your Blood Shots at a 20ft Cube within your weapon's range.
Each Creature within the cube must make a Dexterity save against your Blood Shot Save DC; on a failure, they suffer the full effects of the Blood Shot chosen and take an additional 2d10 magical piercing damage. On a success, they take half of the 2d10 magical piercing damage and do not suffer the effects of the Blood Shot.
(Note: This ability can NOT be used with the Bloodshard Arrow or the Hunting Arrow)
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