Base Class: Blood Hunter
Bloodweavers are enigmatic figures who have devoted themselves to the esoteric art of tapping into the mystical power of blood. Their journey is one of relentless training and unfathomable dark rituals, delving deep into the arcane secrets of manipulating the life force within this vital fluid. Through the intricate manipulation of their blood and that of others, they have mastered the weaving of a diverse range of potent and otherworldly effects, drawing upon the very essence of life itself to manifest their supernatural abilities. These practitioners have delved into the ancient and forbidden art of manipulating the life force within the blood to exert supernatural influence. By honing their abilities through rigorous training and dark rituals, they have learned to weave powerful and mysterious effects by harnessing their blood and that of others.
Spellcasting
Spellcasting
An event in your past, or in the life of a maker or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, no matter its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bloodweaver spell list.
Additionally, when you gain a level in this class, you can choose one of the bloodweaver spells you know and replace it with another spell from the bloodweaver spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution/Intelligence is your spellcasting ability for your bloodweaver spells, since the power of your magic relies on your ability to project your will into the world. You use your Constitution/Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Constitution/Intelligence modifier when setting the saving throw DC for a bloodweaver spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution/Intelligence modifier
Spell attack modifier = your proficiency bonus + your Constitution/Intelligence modifier
Tool Proficiencies
You have proficiency in a martial weapon and one tool of your choice.
Crimson Flow
Blood Control: As an action, you can control the blood within a creature you can see within 30 feet. The creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be paralyzed until the end of your next turn.
Blood Whip: As a bonus action, create a whip of blood. This melee weapon deals 1d8 slashing damage and has a reach of 10 feet. The damage increases to 2d8 at level 11 and 3d8 at level 17.
Sacrificial Lamb
Sacrificial Guard: As a bonus action, you can sacrifice a number of hit points equal to a roll of a Hemomancy Die (starting as a d4, increasing as you level) to create a temporary shield. This shield absorbs damage up to twice the hit points sacrificed. This resets after a short rest. You can use this equal to your proficiency bonus.
Retaliation: Whenever the Sacrificial Guard shield is depleted by damage, you can channel the absorbed damage into your next attack. On your next successful attack within the next minute, you deal additional necrotic damage equal to the damage absorbed by the shield. This resets when you finish a short rest. You can use this equal to your proficiency bonus.
Sacrificial Die Progression:
d4 at level 3
d6 at level 7
d8 at level 11
d10 at level 15
d12 at level 18
Blood Puppeteer
Marionette: As an action, control the movements of a creature within 60 feet. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. While charmed, you can use your bonus action to control its movements. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Blood Burst: When you hit a creature with your Blood Whip, you can force it to make a Constitution saving throw. On a failure, it takes an additional 2d6 necrotic damage and is knocked prone.
Hemorrhage
Blood Drain: As an action, target one creature within 30 feet that has blood. The creature must make a Constitution saving throw. On a failure, it takes 4d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a success, it takes half damage and you regain no hit points.
Crimson Echo: If the target fails the saving throw, it begins to bleed profusely. At the start of its next turn, it takes an additional 1d8 necrotic damage.
Life Surge: When you regain hit points from this ability, you gain temporary hit points equal to the necrotic damage dealt for 1 minute.
Blood Bond: If the target is reduced to 0 hit points by this ability, you gain advantage on your next attack roll or spell attack.
Life Drain: If you use Hemorrhage on the same target on consecutive turns, the target has disadvantage on its saving throw for the second and subsequent uses.
Master of the Veins
Vein Strike: When you hit a creature with a melee weapon attack, you can cause the blood in their veins to surge violently. The target must make a Constitution saving throw or be stunned until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) plus your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blood Puppet Mastery: When you use your Marionette ability, the charmed condition lasts until you lose concentration (as if concentrating on a spell).
Blood Mastery
You can use Crimson Flow without expending an action, but only once per turn.
Bloodstorm: As an action, you can control the blood of multiple creatures within 60 feet. Each creature you choose must make a Constitution saving throw. On a failure, they take 6d10 necrotic damage and are paralyzed until the end of your next turn. On a success, they take half damage and aren’t paralyzed. Once you use this feature, you can’t use it again until you finish a long rest.
Retribution: When you use your Sacrificial Guard, any damage absorbed by the shield is stored and can be released on your next attack, adding to the attack’s damage. The damage added is equal to the total damage absorbed by the shield plus an additional amount based on your Hemomancy Die.
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