Blood Hunter
Base Class: Blood Hunter

Among the most terrifying aspects of a blood hunter's power is the ability to forcefully manipulate the blood in another creature's body.  Most practitioners of hemocraft have at least a rudimentary understanding of this flavor of magic and can briefly change the movements of living entity given the right circumstance.  However, blood mages and certain necromancers have enough prowess with this dark art to force subjects to dance to their will.  Blood hunters that follow the Order of the Puppetmaster have delved into blood magic in an attempt to bend the body of monsters through the subjugation of their lifeblood.  As often times, it is far easier to dominate the physicality of a beast of darkness and chaos rather than its mind.

Cruor Vigor

When you join this order at 3rd level, you are granted the ability to bolster or control a nearby creature whenever blood is spilled.

Whenever you take damage from a blood hunter ability, you can grant a creature within 30 feet of your location temporary hit points equal to the damage dealt.  While these temporary hit points are active, the creature has advantage on Constitution, Dexterity, and Strength saving throws.

Additionally, you gain the Blood Curse of the Fallen Puppet for your Blood Maledict feature.  You can use this blood curse an additional number of times equal to your proficiency bonus.  This does not count against your number of blood curses known.


Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Bending Blows

Upon reaching 7th level, your Crimson Rite can cause the muscles of a creature to forcefully contract.  Whenever you hit a creature for the first time on a turn with a weapon that has your Crimson Rite active, its movement speed is reduced by half until the beginning of your next turn.  Additionally, it has to make a Strength saving throw.  On a failure, the creature is knocked prone.

Brand of the Unwilling

Starting at 11th level, your Brand of Castigation can cause a creature to temporarily lose control of its body.  Whenever a creature marked by your brand attempts to move or make an attack, you can use your reaction to force it to make a Constitution saving throw.  If the creature fails, then you can force the creature to immediately stop this action, move in a different direction of your choosing, or change the target of the creature that they are attacking.  If they succeed, then they continue on with their action without being impeded.

Malformation

Upon reaching 15th level, you can cause great physical pain to those that lack the strength to resist your blood magic.  Whenever a creature fails a saving throw for one of your blood hunter abilities or is subjected to an amplified blood curse, they take necrotic damage equal to a roll of your hemocraft die.

Blood Curse of the Hemomancer

At 18th level, you lash out with blood magic to dominate the bodies of those that are too close for their own good.  You learn the Blood Curse of the Hemomancer for your Blood Maledict feature.  This doesn’t count against your number of blood curses known.


Blood Curse of the Hemomancer
Prerequisite:  18th level, Order of the Puppetmaster

As an action, choose a number of creatures equal to your hemocraft modifier within 30 feet of your location.  Each of those creatures must succeed on a Constitution saving throw or you can make them physically act for the next minute.  During your turn, you can use a bonus action to force all of the creatures under the domination of your blood magic to move in a specific direction up to their movement speed or make one weapon attack against a target of your choosing.  They can repeat the saving throw at the end of their turn to end your control of their body.

Amplify.  Each targeted creature makes any and all Constitution saving throws with disadvantage for the duration of this blood curse.

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