Base Class: Blood Hunter
The personal technique of Haru
Blood Art Mastery
You learn how to manipulate blood at will to create shapes and objects as part of your Crimson Rite feature.
- You can create a shape of blood of any size as long as you have the blood for it. You can use your own, but you will take 5 points of damage for each 2 liters you remove from your body up to 8 times. This damage increases to 10 at 7th, 15 at 11th, 20 at 15th and 25 at 18th. You can use the blood of other creatures and take no damage. If you're taking from human, they need to use all the same blood type. You can instantly tell a humans blood type.
- You are resistant to Force damage.
- You can alter the shape and size of your Katana to be any hand held weapon of your choice.
Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Reality Manipulation
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.
You develop a partnership with your familiar Greater Lord Agraguzh, and through his teachings you gain access to your own personal pocket dimension of your creation, where the inside looks and is as large as you desire it to be. You can enter your pocket dimension at any point with one action, and from this dimension you can exit into any other reality of your choosing. You can bring other creatures and things into your dimension, willing or unwilling.
Brand of the Great Witch
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a creature you have hit or drawn blood from has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.
Curse of Erupting Blood
Beginning at 11th level, your attacks now draw vitality from your foe’s essence, healing you with every strike. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to the crimson rite damage dealt.
Call of the Spider Lily
You are now able to manipulate your own life force, forcing your HP to drop to zero immediately, triggering your racial ability of Spider Lily Corruption immediately.
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