Base Class: Blood Hunter
These Order of Blood hunter's are rather young. Inspired by the divine control over Hemocraft that blood domain clerics have within the orders, these Blood hunter's use their own vitality to heal others in the middle of combat where divine or normal healing would take too long.
Rite of Bloodletting
When you join this order at 3rd level, you learn the Rite of Bloodletting.
Rite of Bloodletting. Your rite damage is the same as the weapon's damage. While the rite is active, you gain the following benefits:
- Your weapon tells you what stage of injury every creature is on including allied creatures. (ie: Healthy, Under half-hp, Brink of death (10 or less hp).)
- You have resistance to necrotic damage.
- Your weapon deals one additional Hemocraft die of rite damage if the target is already injured
Blood healing
Beginning at 3rd level, your ancient order teaches advanced mastery over expending your own vitality to heal others. You can expend a use of your maledict feature to heal a creature for a roll of your hemocraft die + your constitution modifier.
Blood substitute
Upon reaching 7th level, as a reaction, if a creature you can see within 30 feet takes damage you can heal them with your own blood effectively taking the damage yourself instead of them.
You get two uses of this per long rest, when you reach 15th level the amount of uses you have increases by 2. You regain all expended use of this feature upon completing a long rest.
Brand of Blood freeze
Beginning at 11th level, your Brand of Castigation now halts healing of the creatures vitality, When you Brand a creature with your Brand of castigation, the creature is unable to be healed by magical means.
Blood Curse of Death's pull
At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of Death's pull for your Blood Maledict feature. This doesn’t count against your number of blood curses known. This curse makes it so that when the target creature is attacked they take an additional 1d8 of necrotic damage if they fail a Constitution saving throw against your Hemocraft DC, this effect last's for 1 minute.
Amplify. When amplified this effect deals 1d10 additional damage on the attacked creature and when the creature falls the creature to land the killing blow heals 1d10+ your Bloodhunter level.
Vitality sacrifice
Upon reaching 18th level, you learn to return a creature from death by expending nearly all of your vitality. When a creature you can see is killed while you have a use of Blood substitute remaining you send half of your hit point maximum to the target and heal them. using this ability expends a use of the Blood substitute feature.
Previous Versions
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11/7/2020 4:06:36 PM
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6/21/2021 3:24:49 AM
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Posted Jun 21, 2021Hey everyone! so nearly a full year later I've returned to fix some of the problems with this subclass. Thank you all who added this Subclass, I you enjoyed it! Here's the changelog:
- Fixed the Actions given by Rite of Bloodletting and Blood Healing to reflect their actual effects.
- Nerfed and re-worded Rite of Bloodletting so it didn't rely on a Variant rule and gave context to the Health status effect.
Thank you for your time, hope you are staying safe <3 - Lilith