Base Class: Blood Hunter
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Blood Binding
At 3rd level when you take this subclass, you gain the ability to bind a weapon into your blood to be called on at any time. This is done through a one hour ritual, at the end of which you absorb a single weapon into yourself. After you perform this ritual, you can then summon or reabsorb this weapon as a bonus action. While wielding your bound weapon, you can make an extra attack as a bonus action if you take the attack action on your turn. When you summon this weapon, you can also choose to use a crimson rite as a part of the same bonus action.
Hemoshaping
When taking this subclass at 3rd level, you learn how to shape your blood into simple shapes. As a bonus action, you can create any non-magical weapon or tool from your blood. If you create a weapon, you take necrotic damage equal to a single roll of that weapon's damage dice. If it is a tool, you take 1d4 of necrotic damage. Damage taken from the use of this feature cannot drop you below 1 HP. When you use this feature, you can use the same bonus action to use a crimson rite on the summoned weapon.
Infused Vitality
When you gain this feature at 7th level, your control over the infusion in your blood grows, allowing you to recover from wounds faster and repel harmful effects.
When you take a short rest and expend hit dice to recover hit points, if you roll a 1 or a 2 on the die roll, you may reroll and use either total.
In addition, the magic in your blood gives you greater resistance to harmful effects. You have advantage on saving throws against magic.
Hemorrhaging Brand
At 11th level, your Brand of Castigation can now be focused to create hemorrhages. The blow dealt by your weapon that brands an enemy does not heal and can cause continual pain to the target. If you deal damage to a creature marked by your Brand of Castigation, it must make a Constitution saving throw at the beginning of its next turn, taking 2d8 Necrotic damage on a fail or half as much on a save. A creature can only take this damage once per round.
Blood Curse of Thinning
At 15th level, you gain Blood Curse of Thinning.
Blood Curse of Thinning
As a bonus action, you can thin the blood of a creature you can see within 30 feet of you, making them vulnerable to bludgeoning, piercing, and slashing damage. If the creature is resistant, the resistance is nullified, and if the creature is immune, it is instead resistant. This effect lasts for 1 minute or until the creature spends an action to make a Constitution saving throw to resist the effect.
Amplify. The target makes it's saves with disadvantage
Crimson Calcification
At 18th level when you gain this feature, you are capable of coating your weapon in a crimson aura of petrifying blood magic as a bonus action on your turn. When striking a creature with this weapon, provided that the creature has blood, you can force them to make a Constitution saving throw. On a failed save, their skin around the blow is coated in a layer of their own crystallized blood, causing them to become restrained for 1 minute. If the creature fails its save three times, it becomes petrified, its form being completely covered in crystalline blood. If a creature makes its saving throw against this effect, it is immune to this petrification for 24 hours, but can still be affected by the restrained condition due to this ability.
Previous Versions
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Posted Oct 17, 2020There should be a whole rulebook written on Blood Hunter class.