Blood Hunter
Base Class: Blood Hunter

using your hemocraft die you will be able to create weapons that last until dispelled that are imbued with your curse and you will be able to launch or create within the body's of others at higher levels

Level 3: Hard-blood forge

during your turn as a bonus action you may roll your hemo-craft die taking damage equal to to the roll you may use your blood, exposed enemy blood (this cannot be done inside an enemy's body) within 20 feet, or blood from a corpse within 20 feet to craft and equip any non-magic martial or simple weapon that you have seen before including ranged weapons like bows and crossbows that come with 5 arrows/bolts each these weapons last for an hour or until manually dismissed becoming liquid puddles of blood

much like your curses you may amplify the weapons you make by rolling the hemo-craft die a second time, weapons that are amplified this way have +1 to hit +2 to damage, use your highest stat for damage and to hit, can return to your hands at will, and count as magic for the purpose of overcoming resistance. amplified weapons last 1 week before returning to liquid blood or until manually dismissed

blood thirst

having slowly begun the process of mastering blood related teqniques you have come up with a way to mitigate damage to yourself when making your weapons and using your rites and curses.

instead of rolling your hemocraft die you may instead vaporize blood around you on the ground walls in containers, etc, to make up for the cost of creating your weapons or amplifying your abilities, the minimum requirement for this is a vial of blood

additionally at this level the poser of your amplied weapons damage you craft goes from +2 to +1d8 +1 and the bonus to hit becomes +2

living armada

at this level you gain the ability to make your weapons inside an opponents wounds so long as they are within 20 feet of you, creating a weapon this way counts as taking the attack action as a bonus action and the weapon you make this way automatically hits as it comes out

the bonus damage of your hemo-craft weapons becomes 1d10+1

blood hound

the range that you can make and take blood from for your hemo-weapon creation and blood offsetting is now 150 feet and no longer requires line of sight just the knolage that there is blood or an espoused wound in the area

the bonus damage of your weapons made from hard-blood is now 1d12+1

Ascended hard-blood arts

you have acquired total mastery of your weapon creation skills and thus can now imitate magic weapons you have seen before including artefacts

additionally the range for creation and offsetting is now 300 feet not needing line of sight

the bonus to hit with your hard-blood weapons becomes +3 and the bonus damage becomes 1d20+1

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