Blood Hunter
Base Class: Blood Hunter

Hemomancy Weapon
Beginning at 3rd level, your ancient order teaches advanced mastery over blood it self, as a bonus action you are able to create a weapon from your blood, this weapon uses two of your Hemocraft die for damage, for instance when you get this feature at 3rd level your Hemomancy Weapon will deal 2d4 slashing damage. This weapon remains till you finishes a short or long rest or you end your turn not holding it. Your blood hunter rites can be activated onto your Hemomancy weapon.

At 7th level you gain a +1 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

At 11th level you have a +2 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

At 18th level you have a +3 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

Arcanic Blood
Upon reaching 7th level, When you summon your Hemocraft weapon you can choose to activate your crimson rite on your Hemocraft weapon as part of the same Bonus Action. Additionally you can summon a second weapon with the same or a different rite. Your Hemomancy weapons can now have the Two-Handed and Heavy property or the light and finesse properties.

Roiling Blood
Beginning at 11th level, while unarmored you are surrounded by a coating of blood to act as a living defense for you, this gives you a natural Armour Class of your 10 + your hemocraft modifier + your dexterity modifier and can take any appearance you desire and you may use a shield while benefitting from this feature.

Blood Mist
At 15th level, As a bonus action you spread your blood around you, causing the area within 30 ft of you to become lightly obscured. Whilst in this blood mist you can turn into mist and move instantly from one space to another space in the blood mist as a bonus action. This mist remains for 1 minute and follows you, once you have summoned it a number of times equal to your proficiency bonus you can’t re-summon it until you finish a short or long rest.

Vampiric Killing
Upon reaching 18th level, When a creature is reduced to 0 hit points within 30 feet of you, you regain hit points equal to your hemocraft die + con modifier as you draw
the life energy into you. This can not be activated on creatures without blood. Additionally you no longer need to breath and have advantage on death saving throws.

Hemomancy Weapon

Beginning at 3rd level, your ancient order teaches advanced mastery over blood it self, as a bonus action you are able to create a weapon from your blood, this weapon uses two of your Hemocraft die for damage, for instance when you get this feature at 3rd level your Hemomancy Weapon will deal 2d4 slashing damage. This weapon remains till you finishes a short or long rest or you end your turn not holding it. Your blood hunter rites can be activated onto your Hemomancy weapon.

At 7th level you gain a +1 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

At 11th level you have a +2 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

At 18th level you have a +3 bonus to attack and damage rolls with this weapon. The weapon also counts as magical for the purposes of overcoming resistance and immunity.

Arcanic Blood

Upon reaching 7th level, When you summon your Hemocraft weapon you can choose to activate your crimson rite on your Hemocraft weapon as part of the same Bonus Action. Additionally you can summon a second weapon with the same or a different rite. Your Hemomancy weapons can now have the Two-Handed and Heavy property or the light and finesse properties.

Roiling Blood

Beginning at 11th level, while unarmored you are surrounded by a coating of blood to act as a living defense for you, this gives you a natural Armour Class of your 10 + your hemocraft modifier + your dexterity modifier and can take any appearance you desire and you may use a shield while benefitting from this feature.

Intelligence

Natural Armour Class of your 10 + your intelligence modifier + your dexterity modifer and can take any appearance you desire and you may use a shield while benefitting from this feature.

Wisdom

Natural Armour Class of your 10 + your wisdom modifier + your dexterity modifer and can take any appearance you desire and you may use a shield while benefitting from this feature.

Blood Mist

At 15th level, As a bonus action you spread your blood around you, causing the area within 30 ft of you to become lightly obscured. Whilst in this blood mist you can turn into mist and move instantly from one space to another space in the blood mist as a bonus action. This mist remains for 1 minute and follows you, once you have summoned it a number of times equal to your proficiency bonus you can’t re-summon it until you finish a short or long rest.

Vampiric Killing

Upon reaching 18th level, When a creature is reduced to 0 hit points within 30 feet of you, you regain hit points equal to your hemocraft die + con modifier as you draw
the life energy into you. This can not be activated on creatures without blood. Additionally you no longer need to breath and have advantage on death saving throws.

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