Blood Hunter
Base Class: Blood Hunter

1st blessing (lvl 11) :
Transformation - 4 armed demon (+1 all stats) lasts for 1 hour
Disadvantage: Can only use arms/claws to attack. Takes 1 hemocraft die of necrotic damage when transformed. Can only be used again after long rest and a total of 4 deaths.
Advantages: Gets advantage on strength and saving throws immune to bludgeoning and need to role a 1d10 and whatever it lands on is how much extra hp the player gets added onto their current one.
Attacks:
Ground tremors - the ground violently shakes and lifts up sending a shockwave up to 30ft this does 1d8+2 damage and if a crimson rite is active it does an extra 1d4+1 and if a blood curse if in use add an extra 1d4+1 of damage to the attack. Can only be used once and if used on multiple targets at once (2 targets max) you must half the damage you rolled between the two.

Claw frenzy (bludgeoning) - does 1d10+2 or 3 depending on how high ur d20 dice roll was (if above 15 then +3 anything below and it’s +2) with a crimson rite active you deal an extra 1d4+1 damage and with blood curse active it’s an extra 1d6+1 damage added onto the attack.

Sinners wrath (grapple) - Does 1d10+2 or 3 depending on how high ur d20 dice roll was (if above 15 then +3 anything below and it’s +2) if a crimson rite if active then roll a 1d4+1 but if your d20 dice roll was a 17 and above then it adds a +4 instead of +1 as when the opponent is slammed to the ground it causes a massive explosion/lightning bolt to strike down on them with a blood curse added on you must roll a 1d6+1 if there was an explosion then you don’t add anything if there wasn’t then you add 1 to ur 1d6 roll for the blood curse.


2nd blessing (lvl 7):
Weapon mutation - Gets any weapon of choice from the gods which can be used for 1 hour in total and re used again after long rest
Disadvantage: you take 1 hemocraft die of necrotic damage. And you need to role above a 14 on a d20 dice for the weapon to choose you as a worthy weilder. If you don’t roll above a 14 then u need to wait one turn to try again. If you fail this 2 times then u can’t ask for this blessing again until you take a long rest and can be used after 4 deaths have happened.
Advantage: This weapon doesn’t add to your equip load and it doesn’t add weight to your character.
Weapons:
Sinners retribution - it’s a duel headed scythe which can invoke necrotic damage which can mark an enemy of choice using your blood curse for 3 turns invoking 1hp of damage every turn.
This weapon has to be wielded by an aggressive person which then gets added onto how much necrotic damage you do. This all depends on the wrath level of the wielder, when you first get the weapon you have a wrath level of 0 but the weilder has an option after every hit inflicted on him to raise that level of rage but this takes 1 hp every time you do so, to be able to invoke up to 4hp of damage using your blood curse you must reach a level of 3 rage but at level 1 you only take 1hp of damage but ur second time you take 2hp of damage and your third time you take 4hp of damage so to invoke that damage you must take 7 yourself. When you use a crimson rite on this weapon the crimson rite can then be used as a shock wave through the ground which can only travel up to 80ft and used on a singular target. This does 1d4+1 damage but depending on ur level you can do an extra +4 (this is only at a wrath level of 3) at a wrath level 1 the + damage stays the same at a level of 2 it will increase once and at level 3 it will be a +4. (Quick mention - the wrath level can be only increase one damage booster so if I chose for the weapon damage to boost then I can only increase the weapons one meaning if a crimson rite is in use it will stay the same this also applies to the blood curse) A normal attack does a 1d10+2 damage. The crimson rite does a 1d4+1 and the blood curse does a 1d6+2.

3rd blessing (lvl 1):
Return by death - This blessing allows for the user to return back from the dead this is a blessing which has to be used 2 turns before death you have to be able to time this blessing perfectly as if you don’t die in those two turns then you take a 1d8 of necrotic damage dealt to you. If successful then role a 1d8 to determine how much health you return with (This blessing requires a total of 1 death to be used).

4th blessing (lvl1):
Uncaged - This blessing allows the user to let loose and unleash their inner demon this enrages the user and transforms them into their true form. It will give the user arm blades which is used as a duel wielding weapon they both do 1d6+2 damage and also increases the users speed when this blessing is engaged with a crimson rite it adds an extra 1d4 damage and with a blood curse it adds on another 1d4 damage. (This requires 3 deaths to occur to be used).

5th blessing (lvl15):                                                                                                                                                                                                                                                                                                        ARISE - This blessing allows for the user to summon a demon to take over a dead enemy using is it as a vessel to become a completely loyal servant to you. You will have the choice to keep the soldier as part of your army of 5 or to retract the demonic entity from the vessel.  This will need a singular death to use but it can only be used once in a battle and only used again after a long rest. Every soldier has to roll a 1d6 damage and only one soldier can be put in play at a time.    

6th blessing (lvl18):

ARISE Expansion - you get to add an additional 5 soldiers and also get advantage on your vessel overtake rolls 

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