Blood Hunter
Base Class: Blood Hunter

One of the curses less known in the realms is the curse of the Infected. Originated from a failed experiment with dying bodies, often through necromantic rituals aimed at developing humanoid races. The Order of the Infected is made up of rare groups of survivors of this “evolution” ritual, in which failed experiments ended up becoming undead. The Infected are outlaws, who learned to create "weapons" by manipulating their cursed blood with necromancy magic, and, in addition, were able to consume the bodies of their victims, rescuing their memories and even their phenotype. Some consider this a blessing, which is passed on to those who seek power and revenge on those who originated them, others consider it a curse, and look for a possible cure for the curse.

Some older Infected arose from necromancy rituals, in which they manipulated the bodies of guinea pigs for the natural improvement of the races. Currently, there are few mages who continue to work with this type of ritual, but the Infected themselves seek to “gift” those who seek power. Many are looking for someone to receive this "blessing", while other Infected, more evil, just frantically attack villages, hideouts and cities, forcing the curse on specific people. Some of these people join the order, others end up seeking revenge, hunting their own “creator”.

Arm Transformation

Starting at level 3, you learn to control the blood that circulates through your body to mold weapons into your own arm. With a bonus action, you can shape your arm, losing hit points equal to your Hemocraft Die, among the forms presented in Weapons of the Infected. With an action, you can change weapons among the powers described. The effect lasts for 1 hour, but you can revert to the regular humanoid state with a bonus action before it ends. You automatically return to your normal state if you fall unconscious, drop to 0 HP, or die. You can use this feature twice, and regain spaces when you finish a short or long rest to use it again.

Weapons of the Infected

Blade. You create a blade through your entire arm (left or right) equivalent to a long sword, which extends from your hand, and goes to the elbow, where the arm is completely exposed, adapting to your equipment, with the blade molded through the reddish blood. Also, when the weapon attacks a creature, you regain hit points equal to your Proficiency Bonus once per turn. (Proficiency bonus + STR) (Damage: 1d8+STR)

Claws. You create claws through your hands, doubling the size of your fingers, and wrapping both arms in hardened blood. With an attack action, you can use a bonus action to perform another Claw attack. (Proficiency bonus + DEX) (Damage: 1d6+ DEX)

Hammer Fists. You wrap all of your wrists with the hardened blood mass by manipulating the blood. Your fists are completely heavy, but generating a strong destructive power. The wrist mold is made on both arms so that your body remains balanced. Once in the turn, after the attack action, you may attempt to take down a creature that is at most one size category larger than you (Proficiency bonus + STR) (Damage: 1d12+STR)

Arm Whip. You create a kind of whip equal to the size of your arm, which extends for ranged attacks. You can also use the whip to pick up objects or pull creatures that are in distant places, within a range of 10 feet. (Proficiency bonus + DEX) (Damage: 1d8+ DEX)

Heat Vision

Upon reaching level 7, you managed to maintain enough concentration to notice everything around you. You have an advantage on perception checks to locate living or dead creatures. In addition, you can concentrate the blood circulating through your eyes, and, using Hemocraft Die, you expand the range of your vision, observing all creatures around you, within a radius of 36 meters. You also improve the power of your Infected Weapons with Fortified Blood Enhance.

Fortified Blood Enchance

You get +1 on attack rolls with your Infected Weapons. This Bonus increases by 1 at level 11 (+2) and at level 18 (+3). Also, when activating the Crimson Rite while using the Blade or the Arm Whip, your attacks are considered magical with the intention of passing through defenses that prove to be resistant to non-magical attacks and damage.

Improved Infected Weapons

Upon reaching level 11, you were able to harness the infected blood within you to expand the power of your Arm Transformation. With this, you gain the following characteristics for each weapon:

Vampiric Blade. The blood that flows from your body to shape the blade also allows you to manipulate a creature's blood when it comes in contact with an attack. This restores hit points equal to your Proficiency Bonus plus Hemocraft Die when you hit a creature with an attack on the turn. The effect is not cumulative for more than one attack.

Frenzy Claws. You were able to improve your claws so that they move lighter than normal. Thus, by taking the attack action, you can attack one more time in addition to the Claws' bonus attack, with two attacks being the bonus action.

Fists of Destruction. Hammer Fists' blood mass has doubled with the amount of blood you can handle. This way, you have great destructive power with fist attacks, so any attack inflicted on objects or structures has double damage.

Spider Whip. You have doubled the reach of your harness mold (20 feet), and, on top of that, you have gained the ability to use it to reach surfaces that cannot be reached in a conventional way. Thus, with an action, you can throw your Whiplash at some surface or heavy object, and instead of pulling, you can be launched to the desired location.

Consume Person

Upon reaching level 15, you gained the ability to consume the bodies of humanoids that are dead within 1 hour or those that were killed by yourself. With one action, you absorb the blood into the individual's bloodstream, acquiring some important memory of it during the consumption process. You can only assume the appearance of the most recent humanoid that was consumed. When consuming a creature, you regain Hit Points equal to your Hemocraft Die + Your Blood Hunter level. After consumption, you will need a long rest to use it again.

Through this ability, you fully assume all of the phenotypic characteristics and garments that were being used by the creature, but you do not retain its abilities or proficiencies. You decide when to take on the creature's appearance, and the transmutation effect lasts for an hour, and can only be used again after a long rest. The consumed creature's blood is replaced if you consume another, and it dissipates into your body after 48 hours and can no longer transform into the consumed creature, requiring another vessel to perform the action.

Improved Blood Transformation

At level 18, you have completely mastered the infected blood inside your body. You can use your Arm Transformation unlimitedly, and it lasts indefinitely. Additionally, you gained the ability to spend your Hemocraft Die to form a Blood Armor or a Blood Cloud with one action. The effect lasts one hour, and once this feature is used, it will take a long rest to use it again.

Blood Armor. You coat your entire body with your own blood, while this armor appears that covers all your equipment, forming a crimson carapace all over your body. You become resistant to all types of damage but have a disadvantage on Dexterity checks (Acrobatics; Stealth) (AC: 18)

Blood Cloud. You scatter all your blood around it, within a radius of 10 feet, and it forms a reddish mist. This mist makes it difficult for you to see, but it protects against attacks from other creatures. Creatures have a disadvantage on attacks against you, because they can't see your location. If a creature attacks you, and it's inside the cloud, you can use a reaction to inflict necrotic damage with the blood present in space, the damage is half your Blood Hunter level.

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