Base Class: Blood Hunter
Naturally curious and endlessly inventive, the Order of the Arcane Engineer specializes in unlocking the potential behind one of society's biggest mysteries. This Order utilizes nanotech that reacts with their blood in conjunction with their innate blood magic to create a truly devastating combination. Though experiments don't always go quite as planned, this Order has a greater mastery of magical nanotech than just about anyone, and can use this fusion of science and the arcane to wreck havoc or bring peace. The choice is up to you.
Nanotech Tracker
Beginning at 3rd level, you can fuse your magically-powered nanotech with another being. By placing the nanotech into their bloodstream, the nanotech will latch on to their brain stem. You must active your nanotech by combining it with your blood, causing damage equal to your proficiency bonus. While this is active, you are able to telepathically communicate, as long as you speak the same language. This effect lasts 1 hour, until the nanotech degrades, and can be used once per long rest.
Arcane Experimentation
At 3rd level, the arcane nanotech that you have been testing can provide random effect boosts to your attacks. When you activate your Crimson Rite, roll a d8 on the Nanotech Effect table. This random effect will immediately occur. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.
This feature can be used a number of times equal to your proficiency bonus per long rest.
Random Table:
1 - The sharpness of your weapon increases as a reaction to your blood. Your weapon deals the maximum damage on its damage dice on one Attack.
2- Your nanotech allows you to manipulate space. You can teleport up to 30 feet to an unoccupied space you can see. Until this encounter ends, you can use this effect again on each of your turns as a bonus action. You can teleport a number of times equal to your proficiency bonus.
3- Your blood reacts strangely with your weapon and envelops it in a cloak of neon light. You now have blindsight, and can see up to 30 ft in dim light. This effect lasts until your next short/long rest.
4- A blast of electrifying eldritch energy erupts from your weapon. Each creature within 10 feet of you must make a Constitution saving throw or be stunned until the start of your next turn.
5- Your weapon is imbued with an arcane holiness. You regain 1d8 hit points, and your attack rolls with this weapon deal radiant damage. This effect lasts until the end of this encounter.
6- Your blood fizzles when applied to your weapon. Any weapon attacks deal an additional 1d4 acid damage for the next minute.
7- Your weapon creates a dome of force. Each creature within 10 feet of your weapon gains a +2 bonus to AC for the next minute.
8- Your nanotech penetrates the brain of your enemy. Once hit with this weapon, the enemy must succeed on a Wisdom saving throw or have disadvantage on Intelligence and Wisdom saving throws until the end of your next turn.
Infusion Specialist
Upon reaching 7th level, whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your nanotech infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects is half your proficiency bonus rounded up. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
You gain an additional infusion at Level 10, 13, 16, and 19.
Parasitic Brand
Beginning at 11th level, your Brand of Castigation now attaches itself to your foe’s neurological pathways, leaving them vulnerable to your Crimson Rite and nanotech. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t take an opportunity attack against you.
Ravaging Virus
At 15th level, you’ve honed your nanotechnology to disrupt the enemy's cognitive functions, instilling a magical-technological hybrid virus to infiltrate their body and mind. When you role a critical hit against an enemy, you gain a +2 bonus to attack and damage roles against this enemy, and the enemy suffers disadvantage on all attacks against you. These effects last for 1 minute.
Arcane Revival
Upon reaching 18th level, you learn to harness the arcane energy within your nanotech and channel it into those around you. When an ally reaches 0 hit points, as an action, you can destroy some of your nanotech and imbue your fallen ally with the energy. Your ally will awaken invigorated, regaining 6d6 hit points and gaining advantage on their next turn of combat. Meanwhile, having destroyed some of your nanotech in this process, you have disadvantage imposed on your attacks for the next minute.
You can use this feature once per long rest.
Previous Versions
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