Blood Hunter
Base Class: Blood Hunter

The Order of Trappers try to make the most of what they’ve been given and the knowledge they gather throughout their travels, learning from past mistakes through trial and error to make their jobs easier and somewhat less perilous. Developing the ability to infuse their blood magic into living and nonliving entities, they fight smarter, not harder, choosing to ambush, trap, lure, or otherwise confuse their foes to gain the upper hand. They are one of the smallest and least known Orders, present only in the lands of hermits, fey, and other forest creatures. They are one with the land, and try to avoid urban areas whenever possible. 

Crimson Snare

Using your knowledge of most living entities and their habits, you can manipulate your blood magic, infusing it into ropes, snares, and triggers to craft magical traps.

You can, as an action, set a trap that covers a 20 ft cube. Being magical in nature, you receive either an auditory ping or flash of light in your brain when a creature enters your trap, and you can, with a bonus action, trigger it from up to 60ft away.

When you create the trap, make a check using the stat you picked for your hemocraft modifier (Intelligence or Wisdom), adding your proficiency bonus. The save DC for the trap is set by this roll. The minimum save DC is 10 and the maximum is 17. Your create a trap with one of 3 functions:

  • Strike: A creature who triggers the trap is met with explosive magical force. On a failed dexterity save they take 2d8 force damage and become prone. If they succeed, they take half damage but suffer no other effects from the trap.
  • Snare: A creature who triggers the trap is met with sanguine whips that loop around their body. The target must succeed a strength saving throw or be thrown 30ft into the air, where they become restrained in magical stasis as they levitate midair. The creature can voluntarily use an action on their turn to repeat the save and, on a successful one, falls 30ft to the ground. 
  • Mist: A creature who triggers the trap is suddenly enveloped in a shroud of mist. The target must succeed on a Constitution saving throw or becomes poisoned until the end of your next turn, and the area 20ft around them becomes heavily obscured. 

A creature must succeed on an Intelligence (Arcana) check either against your Hemocraft save DC or a DC decided by the DM to detect the trap. 

Your trap can take any form you wish and takes approximately 10 minutes to set up. 

You can also instantaneously summon and trigger a trap with an action during your turn, with a range of 60 feet, targeting only a single enemy. The Save DC for the trap in this case is your Hemocraft Save DC.

You can set a number of traps equal to your proficiency bonus, and you regain all expended uses on a long rest. 

Creature Encyclopedia

Lvl 3: Using the keen senses of your mutated form, you can figure out a creature’s stats through intellect or combat, adding them to your Bestiary to serve you if you ever come to face that creature again. The Hunter's Bane is a path to an inhuman level of perception, allowing the finest members of the Trapper Order to, with the aid of blood magic,  garner everything about a creature with only a short amount of intense study,

When you select this subclass at third level, select 2 creature types, excluding the Humanoid type. Every creature classified under these 2 types magically appears in your bestiary. You may not place specific humanoid creatures into your bestiary, but if you kill and observe a creature of a certain race, you may document that race's species traits permanently. For instance, if you were to kill an Elf, you could derive from their corpse their ability to resist being charmed, not needing to sleep, their darkvision, etc.

The effects of your Hunter’s Bane class feature apply to any creature you're tracking if that creature is present in your Bestiary, even if that creature is not a fey, fiend, or undead. 

Additionally, if a creature is present in your Bestiary, you can spend 5 minutes of in-game time consulting their Bestiary entry to remind yourself of their stats. You retain this knowledge for 7 days. 

While tracking a creature, make a Wisdom (Perception) check to see if you can find any clues it may have left behind to its species. On a successful finding of said clue, make a check using one of the core skills highlighted  in your Hunter's Bane feature (Arcana, History, Survival, etc.), to learn something new about it. Which check you make and the DC of the check is up to the DM’s discretion depending on the nature of the clue. Also depending on the nature of the clue, you learn one of the following things about the creature: 

  • Vulnerabilities
  • Damage Immunities and Resistances
  • Condition Immunities and Resistances
  • Lowest saving throw modifier
  • Highest saving throw modifier

You may use this ability a number of times per day equal to half your hemocraft modifier rounded down, and the DM does not have to provide a clue for every creature you are tracking.

After you have killed a creature, you may take 10 minutes to inspect its body, observing every part of it. Upon doing so, you may spend an additional hour of the day to mark down these findings in your Bestiary, upon which you may keep a sheet of the creature's stats on hand to study at your behest.

Enthralling Ichor

Lvl 7: You’ve learned to infuse your magical blood with the scents and pheromones present in all living things, sending out the scent of your ichor as a magical lure. This lure evokes extreme rage in the creature, drawing them to you so they can tear you limb from limb.

As a material component for this ability, the user must procure an object that has the scent of the creature they wish to target. A lock of hair, a tuft of fur, a piece of bark the creature rubbed up against, any biological component will do. Objects closely associated with the creature will also work, such as meaningful possessions of Humanoid creatures, or the magical relics guarded fiercely by Night Hags. The ability does not consume the component.

Once per short or long rest, you can, as an action, carve large gashes in your body, releasing the scent of your blood infused with magical pheromones derived from the creature’s scent. This lure radiates from you in a sphere with a radius of a number of miles equal to 1+ your hemocraft modifier (minimum 1 mile). The creature you are targeting this ability with must make a wisdom saving throw against your hemocraft modifier or immediately dash towards your location with their maximum speed until they are within 5 feet of you. The creature has disadvantage on this save if it exists within your bestiary. 

You know if the save succeeds or fails, and the creature realizes you’ve used this ability on them after the effects of it dissipate. If the target succeeds on their save, you cannot use this feature on them again until you finish a long rest.

While not in combat, you can wipe your blood on an object or surface and try to lure the creature to that point instead, such as directly into the trigger of one of your traps.

If this ability is used in combat, and the creature fails their save, they must immediately use their reaction, if able, to move as close to you as they can, and for their next 10 turns they focus on you with endless hatred, having disadvantage on Perception checks to see any creature except you, as well as disadvantage on attack rolls against a creature that isn’t you.

The effect dissipates after the duration, if you become unconscious, or if you move further away from the creature than a number of miles equal to 1 +  your hemocraft modifier.

Trap Improvements

Lvl 7: Your traps improve, also developing new magical effects.

  • Strike: The target now takes 3d8 bludgeoning damage from the attack instead of 2d8. The target must also now make a Wisdom saving throw at the beginning of each of their turn as the blow from the trap attempts to muddle their mind. If they fail this save, they must attack the creature closest to them. If there are multiple creatures the target rolls a die to determine who they attack. The affected creature repeats the save of the beginning of each of their turns to resists the effects.
  • Snare: Now, if a creature is actively levitating as a result of your trap, you can use a bonus action to send them plummeting to the ground, doing 3d6 fall damage, while you simultaneously levitate 30 feet into the air until the end of your next turn, after which you float gracefully down to the ground. 
  • Mist: Now instead of being poisoned, the target turns into a misty cloud form for 1 minute if they fail their CON save. The target can repeat the save with advantage if their form is attacked before the end of the duration, and they have resistance to all damage while in this form. While in this form, the target cannot interact with the physical world, and their form can be manipulated by any creature with no saves required if the manipulating creature has some means of doing so.

You can also now trigger a trap from up to 80 feet away.

 

Brand of The Flashing Ratio

Lvl 11: Your Brand of Castigation unveils a foe’s biggest weaknesses, allowing you to maximize the harm you can inflict upon them through your uncounterable technique.

When you sear a creature with your arcane brand, bright light shoots out of certain areas of their body, revealing the weakest parts of their being. Focusing on one of these small ratios, you can strike with extreme precision, inflicting maximum pain.

An attack roll that you or any of your allies make on a creature that holds your brand crits on a 19 or a 20. In addition, if you score a critical hit on a creature that holds your brand with a weapon that has an active crimson rite on it, do not roll any damage. Instead, the creature takes the maximum possible damage from your attack. Double the maximum dice rolls for the weapon damage and crimson rite damage to the creature. 

 

Blood Curse of The Ambush

Lvl 15: You’ve honed your ability to gain the upper hand on enemies through traps, knowing their weaknesses, and luring them to their death. Now you can guarantee you’ll gain the first strike on an unsuspecting foe. 

Blood Curse of The Ambush: 

Choose a creature who you are not currently in combat with. After placing an invisible curse on them, when you enter combat with that creature they suffer the paralyzed condition until the end of their next turn. 

Amplify: The first attack against the target while they are paralyzed does an extra 2d6 damage. The target must succeed on a wisdom saving throw against your hemocraft save DC at the end of their turns or remain paralyzed. 

 

Hemomantic Void

Lvl 18: Completely mastering the practice of outsmarting and outmaneuvering magical creatures, you develop the ability to temporarily dismiss them from a fight to collect your bearings and prepare a plan to gain the upper hand once more.

You as an action, use this ability on any creature within 60 feet. To do so, you must have a large vial’s worth (10mL) of the creature’s blood collected within the last 2 days. The blood boils in your hand as your bestiary levitates in the air. Flipping through its own pages until it reaches an empty one, a portal to a blood-forged prison opens on the page. Dripping crimson tentacles spring from the page, wrapping around the creature you target with the ability. The creature must succeed a Dexterity saving throw against your hemocraft save DC or be sucked into the void, being sealed within your bestiary, which closes and falls to the ground.

The creature remains effectively incapacitated within the Bestiary, removed from combat for an hour or until the owner willingly releases it with a bonus action, at which point it sprouts from the book and materializes exactly where it was sealed, or any available adjacent space. While sealed, no time passes for the sealed creature, it does not heal, it does not take damage, and it cannot be interacted with from the outside.

At the moment you seal the creature, you extract one of the aspects you could learn of it with your Creature Encyclopedia feature. 

Once you use this feature, you cannot use it again for 1d4 long rests. 

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