Base Class: Blood Hunter
Witness of the horrors that vampires possess using Blood magic, fallen to despair you only sought the path of blood. You used a ritual sacrificing dhampir and other lesser vampire creatures. You have given to yourself enveloped by their floating blood. Unlike vampires, you sacrifice your own blood to use your newfound powers, being able to harden blood as strong as metal.
Bloody Weapon
At 3rd level, by using your Hemocraft Die, you manifest a melee weapon made out of hardened blood equal to a normal weapon. Created "Blood weapon" shares the same stats of the weapon. However, your chosen weapon must have the "Light" feature and gains "Finesse". Until reaching LVL 15 you can manifest 2 handed weapons, If a heavy weapon becomes your blood weapon does not hold "thrown feature and gains "Versatile".
Weapons with high magic attunement are not able to be turned into a (Blood Weapon) Discuss DM further.
The creature can make a ritual to an existing weapon for 1hr in a short rest. The weapon is destroyed but its features manifest to that weapon when shaped.
Fountain of Blood
You suck the blood of your enemies strikes by your "Blood weapon" and create an orb of blood that gathers as spare blood. Replacing the blood the creature loses by reintegrating itself into the creature's body. You can only keep the blood fresh for an amount of time. However, it breaks form and scatters the moment you are unconscious, dead, or asleep.
Bloody Spear
You use your Hemocraft Die to manifest a blood spear manifested with your blood, that can be shot towards a creature.
Blood Edge
You increase +1 in both Attack and Damage rolls to your Blood Weapon.
It increases +2 when reaching LVL 11 and +3 at 18th.
Path of Blood
You have mastery over blood itself. You can now specialize in your own style of blood magic. You can choose one of the following:
One with The Weapon
- Choose one of the following:
- Your weapon gains "Reach" and is a "Two-handed Weapon"
- You can manifest a second Blood weapon.
The Blessed
You can use your Temp. HP to heal the equal amount to a creature you can see within 30ft.
The Dreadnaught
You use your Temp. HP as armor (Sacrifice 20 HP = +1AC ) Lasts for an hour
The Puppeteer
Instead of gaining temp HP, as a bonus action transform a dead creature that is not undead or constructed into a Blood puppet. (Use zombie base stats) and its considered Construction/undead
The Vampire
Temp HP = weapon damage
Extended Constitution
You have grown accustomed to the constant blood loss, your body can survive with less blood.
You gain proficiency in Constitution Saving throws.
Curse of Binding
Blood curse of binding is granted.
Deadlier Bloody Edge
Blood Weapon attack and damage increases to +2
Blood Master
When you use your Blood weapon you gain +3 in your attack and damage rolls. You may once per round roll a D20 as your Hemocraft Die to add it to your weapon attack or damage.
Comments