Base Class: Ranger
These rangers were once on the brink of death, their blood spilled onto the ground beneath them. But instead of bleeding out, their blood seeped back into them, their blood mixed with the essence of the soil around them, giving them control of their own blood and more.
Level 3: Iron Blood
You enhanced your blood to strengthen yourself. You can spend one hit point die as a bonus action. Doing so grants you one of few options for the next 8 hours.
- Legs. You add your CON mod to your acrobatics and athletics. You add 10 feet to your movement.
- Eyes. You add your CON mod to your perception. You gain advantage on perception checks that rely on sight. You also gain darkvision of 30 feet or add to your darkvision if you already have any.
- Arms. Your unarmed strikes are a 1d6 bludgeoning. And you add your CON mod to the attack of your unarmed strikes and CON mod to your melee weapon attacks and unarmed strikes. The damage is the same as the weapon.
When you roll your hit point die, you gain temp HP equal to half of the total rolled. You can take the max roll if in your favored terrain.
When you cast Hunter’s Mark against an enemy that isn’t a construct, ooze, undead, or doesn’t have blood you can do Iron Blood, but take damage with the temp HP still added.
Arms
Arms. Your unarmed strikes are a 1d6 bludgeoning. And you add your CON mod to the attack of your unarmed strikes and CON mod to your melee weapon attacks and unarmed strikes. The damage is the same as the weapon.
Eyes
Eyes. You add your CON mod to your perception. You gain advantage on perception checks that rely on sight. You also gain darkvision of 30 feet or add to your darkvision if you already have any.
Legs
You add your CON mod to your acrobatics and athletics. You add 10 feet to your movement.
Level 3: Thicker Than Blood
When on a terrain of your choosing that aligns with your character. You ignore difficult terrain and have advantage on any checks to identify or recall information there. You can also dash, dodge, disengage as bonus actions in this terrain, your feet feeling lighter here. This is considered your favored terrain.
Thicker Than Blood
You can also dash, dodge, disengage as bonus actions in this terrain, your feet feeling lighter here.
Level 7: Hemomancy
You are able to control the blood in others as well as detect blood in others. You gain proficiency in medicine checks and animal handling. Any creature that has blood when you do these checks on, you can add your CON mod to the roll.
As a bonus feature when targeting a creature with blood (and isn't a construct, ooze, or undead) you can forcibly spend one hit point die of a creature you see in a range of 30 feet to roll and heal or damage them, your choice. If you are within 5 ft of them and touch them, you can make them spend two hit point die instead. The range increases to 60 at level 11 and 90 at level 15.
Blood Curdle. When rolling for damage against an enemy, they can roll a CON save against your spell save DC, if they fail they take the full damage and have their HP total reduced, and on a success the creature takes half and doesn't have their HP total reduced. Targeting a creature that failed the save, gives them advantage on the save until the next 10 minutes. (A familiar of yours can do this trait, but the familiar has to have blood.)
You can do this feature a number of times equal to your proficiency bonus per long rest.
Level 3: Nature's Blood Spells
When you reach a Ranger level specified in the Nature's Blood Spells table, you thereafter always have the listed spells prepared.
Nature's Blood Spells
| Ranger Level | Spell |
|---|---|
| 3 | Plasmapheresis |
| 5 | Hematoma |
| 9 | Hemorrhaging Ammo |
| 13 | Transfusion of Blood |
| 17 | Bloodied Anemia |
Level 11: Blood Dew
You are able to sustain your own blood and absorb the blood of your enemies. When you roll the max number on your hit point die for your features, you don't expend the die. When a creature dropped to zero under your Hunter’s Mark, you regain two hit point die as you absorb some of the blood from their fallen bodies.
Your better control of your own blood grants you proficiency with CON saves and a stronger effect of the spell Boil Blood when used on yourself. As well as being able to manipulate the blood perfectly for spells that use it.
Improved Plasmapheresis. Plasmapheresis can now also cure diseases and any other stronger poisons that would prevent Plasmopheresis from normally doing so. This effect only applies to yourself.
Improved Blood Spells. You don’t have to expend hit point die for any spells used in the spell’s criteria, bypassing the spells expend hit point die requirement. This feature can be used on a spell an amount of times equal to your proficiency bonus.
Improved Offering to Nature. Your Offering to Nature’s can now be done for a number of weeks equal to the hit point die and you also gain temp HP equal to the amount of the hit point roll.
Level 15: Coagulum Chrysalis
Your Iron Blood features are increased as your blood envelops and hardens into a crystal like structure on the outside of those body parts. This feature now lasts 24 hours.
-Legs. You add your CON mod to your DEX saves and the increase in movement speed is 20. As well as the movement bonus being doubled in your favor terrain.
-Eyes. You add twice your CON mod to your perception checks, your darkvision bonus is increased to 90 ft. As well as whenever you roll to hit against a creature under your hunter’s mark, you are able to score a critical on them with 19 or higher with ranged attacks that deal piercing. And if you are in your favored terrain, the critical is on an 18 or higher.
-Arms. Your unarmed strikes now deal an additional 2d4 poison that ignores resistance. You can also add a 1d4 poison damage that ignores resistance to your melee weapons as you also envelop your blood onto your melee weapons.
-Body. You can now enhance your body in blood by spending three hit point die, except when you do, you take damage equal to the roll with the amount of blood expended for this. But doing so grants an AC bonus equal to your CON mod. As part of this, you also gain a resistance to bludgeoning, piercing, and slashing to non-magical attacks.
Chrysalis Arms
Your unarmed strikes now deal an additional 2d4 poison that ignores resistance. You can also add a 1d4 poison damage that ignores resistance to your melee weapons as you also envelop your blood onto your melee weapons.
Chrysalis Body
You can now enhance your body in blood by spending three hit point die, except when you do, you take damage equal to the roll with the amount of blood expended for this. But doing so grants an AC bonus equal to your CON mod. As part of this, you also gain a resistance to bludgeoning, piercing, and slashing to non-magical attacks.
Chrysalis Eyes
You add twice your CON mod to your perception checks, your darkvision bonus is increased to 90 ft. As well as whenever you roll to hit against a creature under your hunter’s mark, you are able to score a critical on them with 19 or higher with ranged attacks. And if you are in your favored terrain, the critical is on an 18 or higher.
Chrysalis Legs
You add your CON mod to your DEX saves and the increase in movement speed is 20. As well as the movement bonus being doubled in your favor terrain.
Level 15: Blood Shot
You can spend two hit point die to do a ranged spell attack. You can roll an additional hit point die if you so wish, but you will take damage for that dice roll.
Upon pressurizing blood between your palms, rolling a max roll on your hit point die allows you to roll an additional dice, the same rules apply to this. The range of this attack is dependent on how many die you roll, the two primary hit point die you roll make this attack a 5 ft wide 50 ft long piercing attack or a 30 ft wide cone slashing attack. Each additional dice after that adds an additional 30 ft to the line attack and an extra 20 ft to the cone attack. Creatures make a DEX save with a save equal to your spell save DC + CON mod. This attack deals extra d4 poison damage that ignores resistance per die roll for this attack.
You can use this feature a number of times equal to your CON mod per long rest.
Level 15: Bloodborne
Any poisons or diseases you have, even magical ones, you now ignore their drawbacks.
Any poisons or diseases you have on yourself can be applied to the creature when your blood attacks deal piercing or slashing. The save is CON equal to your spell save DC, the save is made with advantage.
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