Blood Hunter
Base Class: Blood Hunter

Hunters train from a young age to perfect their use of an intricate arcane blade, with which they may never part, no matter how hard they try.

Sanguine Hilt

This oddly decorated longsword hilt has no blade. No matter how hard you try to get rid of it, it always makes its way back to you by the dawn of the next day. When you hold it, it feels cool, light, and balanced in your hand. When others attempt to wield it, they are immediately wracked with unbearable, mind numbing pain. The hilt counts as a magic item, and is always attuned to the Blood Hunter to which it is bound, permanently removing an attunement slot. It has a spiked pommel for drawing blood.

Unless you perform a Crimson Rite on this item, it is an improvised weapon. Once you perform a Rite, it becomes a longsword that uses your Intelligence modifier for attack and damage rolls instead of your Strength. This rite does not end if the Sanguine Hilt leaves your hand, as long as it is within 15 feet. You are proficient with this longsword, and, starting at 8th level, you can control it via Hemokinesis, giving it a range of 10 feet as it floats out of your hand to attack before returning. Starting at 11th level, you may use a bonus action to make a single weapon attack as a bonus action with the Sanguine Hilt. At 18th level, your Sanguine Hilt scores a critical hit on a roll of 19 or 20 if the target is missing half or more of it's hitpoints.

At the 7th level, the hilt becomes a +1 magic weapon. It becomes +2 at the 11th level, and +3 at the 15th.

Hemokinesis

Beginning at 3rd level, your ancient order teaches you to directly manipulate blood within 10 feet with your mind. You can employ this in various ways at the discretion of your DM. Here are some example uses:

  • Crystalize some blood to form a small item such as a key or a throwing dagger
  • Flush toxins from your bloodstream
  • Slow your heart rate to play dead
  • Heal minor cuts or bruises(does not heal hitpoints)
  • Cause a creature within 15ft of you to feel lightheaded or ill

This ability also grants you an additional use of Blood Maledict. In combat, you can use Hemokinesis as a bonus action. Using hemokinesis without a source of blood causes you to take damage equal to one roll of your hemocraft die.

Altered Circulation

At 7th level, your ability to control your own blood has granted you a superior circulatory system allowing you to move at peak efficiency and purge toxins from your bloodstream. Your movement speed increases by 5 ft and you gain proficiency with Dexterity (Acrobatics) checks if you do not  have it already. You also have resistance to poison damage and have advantage on saving throws against the poisoned condition.

Additionally, you may use your bonus action to take the dodge action. You can use this feature a number of times equal to your proficiency modifier per long rest.

Brand of Transfusion

Beginning at 11th level, you have learned how to regain some of the life essence you've lost in battle. After branding a creature, every time you hit them with them with a melee attack you regain hit points equal to half of one roll of your Hemocraft die (rounded down, minimum of 1). This effect does not trigger if the creature has no blood.

Blood Curse of the Iron Maiden

At 15th level, you’ve mastered the use of blood to pierce through your enemies. You learn the Blood Curse of the Iron Maiden for your Blood Maledict feature. This doesn't count against your number of blood curses known.

As a bonus action, you can choose one creature you can see within 60 feet of you and that creature must make a Strength saving throw against your hemocraft save DC or be paralyzed, until the end of their next turn.

Amplify. The creature takes 4d8 magical piercing damage and is paralyzed until the end of your next turn.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Exsanguinate

Upon reaching 18th level, you have honed your mastery of hemomancy to the point that you can cause blood to violently eject out of a creatures blood vessels. As an action, you may make a melee spell attack against a target within 5 feet that has blood. If the attack hits, the target takes 10d10 necrotic damage and is unable to recover hitpoints from any source. You may increase this damage up to 15d10, but you will take damage equal to Xd10 over 10d10. It must then make a constitution saving throw or be stunned until the start of your next turn. If this kill the target, all the blood vessels in their body violently burst. You may use this ability once per long rest.

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