Blood Hunter
Base Class: Blood Hunter

When you awaken your powers and join the order of the bloody moon you can send innate energy through blood gaining control of it and morphing it to your will. The power of this order is said to come from the moon goddess however some believe that the power similar to sorcerers is innate and comes from genetics.

Bloody creation

at level 3 when you join this order you can channel your magic into a open source of blood within 60ft of you. That blood shapes into an object of your choice under your control and if it were to deal damage it deals extra damage equal to your hemocraft die and it has hit points equal to your level X 5. It can be up to size medium at level 3, size large at 7, or huge at 14.

Bloody protection

Starting at 3rd level, you can take blood and place it inside creatures that have none making you able to affect them with blood curses. Along with that you can lace your armor with blood causing you to get a +1 ac and you can use a reaction to reduce damage you take by 1d6.

Blood barrier

at level 7 you have grown in your manipulation of blood allowing you to control more at a time and make it more durable. All your bloody creations gain an extra 15 Hp and you can spend an action to create a blood barrier of either wall of shield:

wall: create a wall of blood that has a total hp equal to your level X 5 and can be up to 20ft long by 10ft high by 5ft wide. 
shield: create a barrier around yourself that blocks all damage from outside, it has hp equal to your level X 10 and you can attack through it.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Brand of puppeteering

at level 11 you can activate partial control on the bodies of creatures. As a bonus action choose a creature within 60ft of you. That creature must attempt a constitution saving throw against your hemocraft DC. If they fail select a number of creatures up to your wisdom or intelligence modifier. The creature cannot attack those creatures even with area of effect attacks. You can only use this on branded creatures. 

Blood Curse of the puppeteer

At 15th level, you can truly control the blood of your enemies like a true puppeteer allowing you the blood curse of the puppeteer.

Blood curse of the puppeteer

as an action you can use this blood curse on an enemy within 60ft of you, that enemy must make a constitution saving throw or be under your complete control for a number of turns equal to your wisdom modifiers

amplify: the duration is doubled.

Crimson moon

Upon reaching 18th level, you can transform the blood of your enemies into a crimson moon. Activated as an action it causes each enemy within 120ft of you to take 1d10 necrotic damage and all the blood caused by that wound will merge into an orb above you giving several benefits:

crimson sight: all allies within the area of the crimson moon gain an extra 60ft darkvision and are always considered heavily obscured to enemies.

bloody fortification: pick a damage type. All allies within range of the crimson moon gain resistance to it and deal an extra 1d6 of that damage type on each attack.

amplified blood: during the duration of the crimson moon you can create a object using bloody creation of up to 50ft by 50ft.

you can use this feature once per short rest.

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