Blood Hunter
Base Class: Blood Hunter

The Order of the Ironborn is a sect of Blood Hunters growing to meld hemocraft, and technological mastery. They walk a path of inovation and growth, literally putting their blood on the line to succeed. The Ironborn are known as outliers, even amongst the practitioners of hemocraft, so far as to even push what it means to be alive. 

Beyond Blood

At 3rd level, you gain proficiency with Tinkers tools, and have mastered method of crafting tools and armour directly into your body.  You can, during a long rest, modify your self with mechanical body modifications, each providing a special benefit. At level 3 you know the plating modification, which provides you with +1 AC so long as you are not wearing heavy, or medium, armour. Each enhancement requires 25g of raw materials.

You can withstand a total of 2 enhancements at 3rd level, increasing to 3 from 7th level, 4 from 11th level, 5 from 15th level, and 6 from 18th level. 

If you have no remaining uses of Blood Maledict, you may, as a bonus action, carve a plating modification from your body, destroying it entirely, and sacrificing its plus to AC to regain one use of your blood curse. You may use the regained blood curse as part of the same bonus action if you wish. 

Blood and Oil

At 3rd level, you learn the Mending cantrip if you don't already know it. During a short rest, you may use this cantrip to heal yourself for additional hit points equal to a number of rolls of your hemocraft die equal to your intelligence modifier (minimum 1). For example, at level 7 if your intelligence modifier was +3, you can mend yourself for 3d6 hit points in addition to any hit die spent. 

Improved Modifications

At 7th level, you can extend your enhancements to more than just plating, interweaving them with your hemocraft, to provide additional effects.  This requires additional costs or materials on top of your normal enhancements cost. The extensions available are set out in the table below, with three options available at level 7, and additional options becoming available at levels 11, 15, and 18. 

Body Modification Enhancements
Blood Hunter Level Modification Effect Cost Incompatibility
3rd Level Plating +1 to AC - Heavy Armour, Medium Armour
7th Level (The materials required must be sufficient to cost at least 50 gold) Elemental Rod Select a damage type from fire, cold, lightning, or thunder. Once per short rest while you remain enhanced, when you would take damage of this type you may take zero damage instead.  Gem dust  
Blooded Bracers Weapon attacks infused by your crimson rite deal an extra 1d6 damage A vial of blood from fey, fiends, or undead  
Amplification goggles Gain 60 feet of darkvision, or, if you already have dark vision, extend your darkvision by 60 feet.  Fungus from the Underdark Perfect Eyes
11th Level (The materials required must be sufficient to cost at least 250 gold) Hardened Bone Creatures inflicted by your Blood Curse deduct 1d6 from attack rolls to hit you Bone from a giant  
Fangs and Claws Hitting a foe branded with your brand of castigation requires them to make an intelligence saving throw or be frightened of you for 1 minute.  Teeth and claws from a creature suffering from lycanthropy  
Dynamic Stride Your vertical leaps, and the distance you can jump, are both doubled. Powdered Sulfur   
15th Level (The materials required must be sufficient to cost at least 1,250 gold) Reinforcements Gain immunity to critical hits; critical hits against you become regular hits.  Adamantine  
Spines Creatures have disadvantage to grapple you, and take 1d10 magical piercing damage at the start of their turn while grappling you (or if you have been swallowed by them) Teeth from a purple worm Sculpted Musculature
Crafted Wings You gain a flight speed equal to your walking speed.  A vial of celestial blood Heavy Armour
18th Level (Materials required are difficult to value due to extreme rarity or difficulty to obtain) Dynamic Shell Your AC increases by 2. You may not wear heavy armour.  Quest Item, determined by your DM. For example, Scales from a Dragon Turtle Heavy armour, Plating
Sculpted Musculature Increase your Strength score by 2, to a maximum of 30. Not compatible with Spines Quest Item, determined by your DM. For example, Blood from a Storm Giant Heavy Armour, Medium Armour, Spines
Perfect Eyes Gain truesight for 30 feet. Not compatible with Amplification Goggles.  Quest Item, determined by your DM. For example, Crystal subjected to the gaze of a beholder  Amplification Goggles

You may have no more than one of any specific modification at a time, except for plating, of which you can have no more than 3.

Removing Enhancements: 

  • Plating enhancements take one bonus action to remove (refer your Beyond Blood feature).
  • Higher tier enhancements may only be removed carefully, requiring a number of consecutive hours equal to the level requirement for the enhancement; this does not damage you, but does not return any re-usable materials. For example, you can remove a Hardened Bone modification over a process taking 11 consecutive hours.

Mechanical Resilience

At 7th level you gain resistance to poison damage, and have advantage against being poisoned, petrified, diseased and paralyzed, as well as being put to sleep or polymorphed against your will. 

Live wires

At 11th level, when you deal lightning damage to another creature you deal max damage on the die. Additionally, the first time a creature attacks you in melee during a turn they take 6  lightning damage, or twice as much if they are either made from metal, or are wearing metal armour. 

You may take 10 minutes to perform the necessary adjustments to suppress, or reactivate, this feature. For example, you may wish to suppress the feature before you go underwater. While underwater each time this feature deals damage to a target, every creature within 5 feet of the target, potentially including you, takes the same damage. 

Blood Curse of Rust

At 15th level, your blood curse can change another creatures physicality. You gain the Blood Curse of Rust for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Rust
Prerequisite, level 15 Order of the Ironborn 

As an action, you may select a creature within 60 feet of you, and opening your mouth in an distended yawning gasp, you exude a stream of minute particles from your body, which attach to the target. For one minute, the target becomes vulnerable to lightning damage, and all of its movements speeds are reduced to nor more than 20 feet, or to 0 feet if it is a construct. If the creature was resistant or immune to lightning damage, that resistance or immunity is negated, but the vulnerability does not apply.  There is no save on this effect when it first occurs, but the targeted creature may attempt a Constitution saving throw at the end of each of its turns, ending the effect on a success. 

Amplify You may use this blood curse as a bonus action. 

Beyond the flesh

At 18th level, you have grown beyond the mortal coil, stretching the limits of your hemocraft to make you something more. You: 

  • no longer age naturally
  • you can complete a long rest in half the usual time
  • are immune to being put to sleep or polymorphed (or otherwise having your form changed) against your will
  • are immune to the poisoned, diseased, paralyzed, and petrified conditions
  • can choose to disregard any affect that would would have no effect on a construct, for example, a Dominate Person spell.  
  • may add one roll of your hemocraft die to every strength and constitution saving throw

Apex Ironborn: 

Replaces Sanguine Mastery at Level 20

At level 20, your mastery of self and soul has transcended the limits of your old physical form. Your Intelligence score is increased to 22 if it was lower, and whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature. 

Additionally, your knowledge of constructs and other mechanical constructs is unparalleled. When you roll an intelligence or wisdom check related to constructs or mechanisms you can treat any roll below 16 as a 16, and as an action, you may touch such an object and: 

  • If it has an intelligence score of 3 or less, or if it is not a construct, cause it to stop functioning (i.e., power down) or start functioning, if it is mechanically capable of doing so (i.e., power up, if all necessary components are present and connected), or
  • if it has an intelligence score of 4 or more, force it to make an intelligence saving throw or be dominated by you for 1 hour, or until it takes damage from you. While dominated, it follows your telepathic commands while within 300 feet of you, and you may direct it to accept verbal commands from another creature (if it is capable of hearing).  Domination does not end if you are knocked unconscious, during which time it will attempt to protect your body unless it receives other commands from your allies. The construct does not become hostile to you when the domination ends, unless it would otherwise have already been hostile to you. You can dominate no more than 1 construct at a time using this feature. 

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