Base Class: Ranger
Some rangers track their prey with footprints and broken twigs. You track yours with blood.
By spilling your own life essence and forcing it onto your quarry, you bind them with a piece of yourself. Once your blood touches their skin, they are marked — a burning crimson brand that reveals their location, their scent, and their fate.
You are the hunter who never loses the trail, because your prey carries you with them until the moment you come to collect.
Level 3: Blood Mark
Blood Mark. As a bonus action, you can draw blood from yourself and attempt to mark up to two creatures you can see within 60 feet. Make a ranged spell attack (+ your proficiency bonus + your Wisdom modifier to hit) against each target. On a hit, your blood makes contact with the creature and it becomes marked for 1 hour or until you mark a different set of creatures.
While a creature is marked by you:
- Your weapon attacks against the marked target deal an extra 1d6 necrotic damage.
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track the marked creature.
Level 7: Blood Trail
When you hit a marked creature with a weapon attack, you can choose to leave a lingering blood trail. For the next 10 minutes, the marked creature leaves a visible crimson trail that only you and creatures you designate can see. While following this trail, you and your allies ignore difficult terrain and gain a +10 ft. bonus to speed.
- You can now maintain up to two Blood Mark sets simultaneously.
Level 11: Crimson Hunter
Your Blood Mark becomes significantly more lethal:
- The extra necrotic damage from your Blood Mark increases to 1d8.
- When you hit a marked creature, you can use your reaction to make the blood in its veins surge. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 3d6 necrotic damage and have its speed reduced by half until the end of its next turn.
You can use this reaction feature a number of times equal to your proficiency bonus each long rest. Additionally, a creature effected by this feature is immune to it for 24 hours.
Level 15: Bloodveil Apocalypse
Once per long rest, as an action, you can trigger a devastating reaction in all your currently marked creatures. Each marked creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 8d8 necrotic damage and is restrained by congealing blood for 1 minute. On a successful save, it takes half damage and is not restrained.
Creatures currently slowed by Crimson Hunter have disadvantage against this Constitution Saving throw
A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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