Ranger
Base Class: Ranger

Blood Wraiths are Rangers that have mastered a form of Hemocraft that allows them to manipulate the blood in their veins to their will and wield it even as a weapon in combat. Adept trackers and hunters Blood Wraiths can track any target by using the targets blood as a source or use one of the many Blood Runes carved into their skin to follow the trail of their prey. However, the power of the Blood Wraith comes with a cost both physically and mentally, Rangers that seek to follow this path ritualistically consume Wights blood and undergo ritual mutilation to their body to acquire their power the trauma often drives the participant to near insanity or at best leaves them psychologically unhinged.

Weapons of Blood

At 3 level when you choose this specialization your eyes turn red with a black iris and Blood Runes are engraved into your skin. You gain the ability to use Hemomancy to form your blood into weapons you are proficient with this weapon does 1D10 + your Wisdom modifier damage and increases by 1D10 at levels 7, 11, and 15. Additionally, you gain Darkvision up to 100ft, resistance to psychic attacks and psychic damage, you are unable to be frightened or charmed by magical effects, and you can speak read and write Undercommon and Abyssal fluently.

Blood Rush

At 3 level you are able to activate the blood runes carved into your skin to teleport behind an enemy up to 25ft away and make a reaction attack with advantage against that enemy. Additionally, You are able to use the Blood Runes to locate nearby living creatures up to 40ft away through walls and other obstructions up to 10ft thick, located creatures will appear as a beating heart and a circulatory system. Undead and non living creatures don’t appear at all.

Level 3: Touch of the Wraith

At 3 level as a Bonus Action you can touch a living creature and siphon 3d6 hit points and heal yourself for the same amount taken, the target becomes stunned for 1 round until the start of their next turn. Additionally, you gain advantage on your next attack against a creature that has bin stunned and add an additional 1d8 to your next damage roll. At 7 level the amount of hit points you can siphon increases to 4d8 and increases to 5d10 at 10 level and 6d12 at 15 level.

Hemorrhage

At 7 level your hair and nails turn dark red, your skin becomes pale and cracked like porcelain and the blood runes carved in your skin emit a dull red glow. 3 times per day when you make a successful attack against an enemy with a blood weapon you are able to use Hemocraft to make spikes of blood erupt from the target that deal 5d10 damage and the target suffers the Bleeding condition. Additionally, enemy creatures up to 20ft away must make a Wisdom Saving Throw or suffer the frightened condition for 1 minute.

Sanguine Beast

At 11 level 3 times per day as a Bonus Action you are able to use Hemomancy to conjure a medium sized or smaller beast from your own blood or the blood of a nearby creature, this creature obeys your commands and can move up to 125ft from you. This creature takes its action on your turn, Has 5d10 + Your Con Modifier Hit Points, and on a successful attack this creature deals 5d8 damage and the target must make a DC 18 Con save or suffer the Bleeding condition for 1 minute.

Blood Evolution

Twice per day you can use your blood runes to mutate your Blood Beast into a more monstrous form that lasts for 1 hour. Your blood beasts Hit Points double and it’s attack now deals 5d10 damage. Additionally your blood beast becomes resistant to being Frightened, Charmed, or put to sleep by magical effects and has resistance to psychic damage and effects.

Crimson Spectre

At 15 level your Blood Runes glow a bright sanguine red, you no longer need to eat or drink instead you devour the souls and/or blood of living things to survive and your aging slows for every 10 years that pass you age 1 year. Your able to activate your blood runes and take the form of a blood red phantom with a skeletal face and hands. While in this form you gain Incorporeal Movement and are resistant to physical attacks however you are sensitive to Radiant damage. Additionally, 5 times a day while in this form you can absorb the blood of other living things in a 20ft radius to heal 8d10 Hit Points and deal 10d8 necrotic damage to each creature affected by this ability.

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9/30/2025 5:28:00 AM
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