To Clarify, I created another Subclass for a Homebrew Class. My DM is a fan of Critical Role and basically told me to make a Blood Hunter Version. Unfortunately, the original Class had little actual features, because the Subclasses provided them. So, I took the basic ideas of Blood Hunter, and I tried to create a version that possessed some of the features and the core concept without just deleting everything from my original Class. I expect it will need tweaking, feel free to suggest changes as long as they aren't rude.
.
.
.
Ancient Blood Hunter
The Blood Hunter is an ancient Order only now resurfacing. While the Hunter’s Bane has now been perfected, there were much older times… Much Darker times. In the beginning, Blood Hunter's were just developing Hemocraft, and they possessed no orders as they do now. In order to create soldiers strong enough, they turned to an Archmage to grant them help in doing the unthinkable. Studying the ways that life was given to the Weapons of Shadowfell or the sentient magical items in the world. The Archmage helped to create 9 Crystals, by drawing on the essence of the realms around them. Enchanting them to be living embodiments of energy. Shattering these crystals, they took their recruits and put them through unspeakable pain and training, putting their bodies and minds to the test to create perfect warriors. Finally, those that survive or do not quit are put through the incomplete Hunter’s Bane, ending with a shard of one of the crystals being implanted into them.
However, there is a reason this methodology was destroyed. Even with mental training, the voices in their soldiers' heads could be “good”. But plenty were also bad. This resulted in many who succumbed to the voice, and caused the destruction of this old way. It was never to be practiced again by those in the TRUE Order of the Blood Hunters. However, while their ways have ended, those crystals exist out there somewhere. And perhaps not everyone is ready to let go of the old ways.
Augmented Hunter’s Bane
At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Intelligence checks to recall information about such creatures. You can use Constitution instead of Strength for the attack and damage rolls of weapons you are Proficient with.
The Crystal implanted inside also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. The Crystal Inside also will help decide some abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
**Hemocraft save DC** = 8 + your proficiency bonus + your Hemocraft modifier
(your choice between Intelligence or Wisdom)
Lvl. 1- 1d4
Lvl. 2- 1d4
Lvl. 3- 1d4
Lvl. 4- 1d4
Lvl. 5- 1d4
Lvl. 6- 1d6
Lvl. 7- 1d6
Lvl. 8- 1d6
Lvl. 9- 1d8
Lvl. 10- 1d8
Lvl. 11- 1d8
Lvl. 12- 1d8
Lvl. 13- 1d8
Lvl. 14- 1d10
Lvl. 15- 1d10
Lvl. 16- 1d10
Lvl. 17- 1d10
Lvl. 18- 1d12
Lvl. 19- 1d12
Lvl. 20- 1d12
Arcane Crystals
| Color: Red | Damage: Fire | Plane: Crimson Pillars |
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to use and channel the Arcane Power granted to you by the crystal implanted inside of your body. You begin with two Arcane Augmentations detailed below this feature.
Each time you use your Blood Maledict feature, you choose which Augmentation to use from the augmentations available. Some augmentations will require you take 1 roll of your Hemocraft Die as Necrotic Damage. This damage can’t be reduced in any way.
You have a number of Uses equal to your Proficiency Modifier per Short Rest. You may add half your Constitution Modifier at 13th Level, and half your Intelligence Modifier at 17th.
Arcane Augmentations
Arcane Flow- By expending 1 use of your Blood Maledict, as a bonus action, you take one roll of your Hemocraft Die as damage after you make a Melee Weapon Attack. On your next turn, as bonus action, you may roll for a weapon attack, but instead cast a cantrip (Your Spellcasting ability is Intelligence) based on your Crystal. Its damage is replaced with 1 roll of your Hemocraft Die + Your Intelligence Modifier
* Red: Firebolt
* Blue: Ray of Frost
* Yellow: Lightning Lure
* Green: Acid Splash
* Purple: Poison Spray
* Clear: Sword Burst
* Black: Chill Touch
* White: Word of Radiance
* Gray/Silver: Mind Sliver
* **Arcane Hardening-** By expending 1 use of Blood Maledict, when you are targeted for an attack, as a Reaction, you may roll 1 Hemocraft die. Reduce the damage you take by that number.
* At 9th level, this becomes 1 roll of your Hemocraft Die + Your Constitution Modifier
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
* **Archery-** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Dueling-** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate an elemental rite matching your Crystal’s Energy. The effect of the rite lasts until you finish a short or long rest.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. Other creatures can’t gain the benefit of your rite. Before making a Melee attack, you may activate an Advanced Rite, taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An Advanced Rite deals an extra 2 rolls of your Hemocraft die. Your advanced rite only lasts for that melee attack.
# Additional Augmentation
At 3rd level, you gain new Arcane Augmentations listed below:
* **Magic Steel-** By expending 1 use of your Blood Maledict, whenever you deal rite damage with this, you may roll one Hemocraft Die. You regain that many hit points.
* At 7th Level, this increases to 2 rolls, and 3 at Level 18.
* **Blood Hunter Rising-** If you activated an ability causing you to take Necrotic Damage, until your next turn, you may not be reduced to 0 Hit Points once. You may expend 1 use of Blood Maledict use this ability more than once.
Crystalline Resistance
At 3rd Level, you gain Resistance to the energy your Crystal gives off, empowering your body.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
At 6th level, you begin to hear the sounds of the Crystal's Voice in your head grow louder and louder. Voices, especially ones who can see and hear just like you, may come in handy. You gain advantage on all Wisdom (Perception) checks involving hearing, and you gain proficiency in Wisdom (Perception) Checks.
Optional Feature: (Discuss with your DM) You now gain the Dark Gift: Symbiotic Being
Crystalline Immunity
At 7th Level, you gain immunity to the energy your Crystal gives off. If you were going to take damage of that type, you instead regain 1 roll of your Hemocraft Die + Your Constitution Modifier.
Arcane Weapon Augmentations
At 9th level, your control over your mysterious abilities is growing closer to completion, and so your body begins to embrace the Arcane power even more and unlock new abilities – and curses. The strengthening that was granted to your body finally spreads to your weapon. You gain the following features:
* You must use 1 use of your Blood Maledict feature. By taking one roll of your Hemocraft Die as Necrotic damage, you may spend one hour in the morning channeling your essence through your weapon. That weapon becomes magical for 8 Hours. During this time, it gains a +1 Bonus to Damage and Attack rolls. The whispers in your head intensify during your sleep.
* At 14th Level, the weapon becomes +2, instead of +1.
* Any time you deal your crystal’s signature Damage with one of your Blood Hunter Abilities, you regain half that damage as hit points. You may not apply this ability if you use Magic Steel’s Ability.
* You must use 1 use of your Blood Maledict feature. You gain advantage on attacks made against a creature you have encountered before. Resistance to your Crystal’s Damage is ignored, and Immunity is applied as resistance.
Terrifying Presence
At 10th Level, you’ve grown used to the enemies you do battle with. Understanding their minds or lack thereof, you can summon forth something that taps into the primal minds and fears of any that would face you down. You gain advantage on Intimidation Checks made against creatures you have fought before. Your Intimidation Checks can work against even creatures without minds, compelling them to flee. (Like Turn Undead)
Arcane Transformation
At 11th Level, your Arcane Power allows you to tap into your mind and vital essence to replace and augment your abilities. The veins on your body begin to grow darker, taking on your Crystal's color. Any Strength or Dexterity Checks or Skills have half your Constitution Modifier rounded up added to them. Any Wisdom or Charisma Saving Throws or Skills have half your Intelligence Modifier rounded up added to them.
Hemocraft Understanding
At 13th Level, you have learned to feel the life essence of others around you, including the purity and corruption running through it. You gain the following Features:
* You can see the faint glowing of the Life Essence of others. White for Good, and darker in color for those who are evil. By taking 1 roll of your Hemocraft die as Necrotic Damage, you may treat this as if you cast Detect Evil and Good with double the spell’s range. The Aura you see grows more bright and noticeable.
* Twice per long rest, you can make one creature you can see take the damage your Hemocraft Die for an ability would have caused.
Enhanced Hemocraft
At 14th Level, by rolling 1 extra Hemocraft Die, and maximizing the damage taken by those Hemocraft dice, you may change the effect to make it a Hemocraft roll(s) + Your Constitution Modifier for one of your Blood Hunter abilities (Crimson Rite, Advanced Rite, Arcane Hardening, etc.). You may not use this ability with Hemocraft Understanding’s second ability
Arcane Suffusion
At 15th level, your Arcane Power advances once more. The Weapon that has been affected by your Weapon Augmentation ability begins to glow with magical energy. This ability once lasts 10 minutes and can be used once per day. You gain the following benefits:
* Your weapon draws out the arcane power within you to cast[ ](https://www.dndbeyond.com/spells/phantasmal-killer)1 Spell Listed below at 4th Level. The weapon has 1d4+1 charges. For each 2 extra charges used, you may cast the spell 1 level higher. These charges recharge every day at dawn.
* Red: Fireball (Focused on Self. You automatically succeed on the Saving Throw)
* Blue: Ice Storm
* Yellow: Lightning Bolt
* Green: Vitriolic Sphere
* Purple: Chaos Bolt (Poison)
* Clear: Gravity Sinkhole
* Black: Blight
* White: Sickening Radiance
* Gray/Silver: Phantasmal Killer
* Your Weapon temporarily becomes a vessel for the Sentience in your mind. Your mind quiets. Your weapon can move away from you and be directed as if it had the Dancing Enchantment, however, it may only move 30 ft. away from you, or the effect ends. This Ability may change if the Sentience inside you does not wish to listen.
Realm Embodiment
At 18th Level, you gain the ability to show your enemies a vision of the Realm's power within you. By using 1 Action, the environment changes around you, and you are cloaked in your element. All creatures within 20 feat that can you you must make a Wisdom Saving Throw. On a Failure, they take 6d8 of the damage your Crystal inflicts, and they are frightened. On Success, they take half damage and are not frightened.
You may only use this feature once per day
Arcane Mastery
At 20th level, you have truly found your balance with the Sentience in your mind, perhaps aligning your goals or some other means. You have fully mastered the application of the Hunter’s Bane combined with your Arcane Power. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.
Your body finishes incorporating the Crystal, and your Constitution Score increase by 4, to a maximum of 24.
So you are well trying to add a class to another class? Er. Okay I guess theres just so much going on to it that I can't even make any general or good suggestions for it. Also I have no idea on what is the homebrew class that you are using to apply this too so I don't even know the measurement of its strengths and weaknesses. It looks like there is too much going on in it and it would be quiet strong if the homerbew subclass has features different from what is presented here or additional. So it maybe to strong. In short I lack critical info to actually judge this but since you said its a homebrew for a class as a subclass it might be adding too much.
Ah I see the arcane add on are also part of the class you speak off it was just not neatly arranged for me hold on. I still think its quiet a lot though for a class and subclass.
Okay the class seems strong but is quite balanced, you made your class try to synergize with the other class, regaining hit points seem strong but I don't know what hit points dice your class use if it is d8 or d10 if it is lower its okay but if its higher it maybe quiet strong after all the purpose of hemocraft is to lose health not gain it, Immunity at 7th level is quiet strong but otherwise this a elemental type damage, and beyond this much I can suggest I am not a fell expert yet in this profession hobby but it seems genuinely okay.
I'm sorry I confused you! I could've posted my original subclass and the class it was based on to help give some ideas, but I was told to adapt my original idea to Blood Hunter. Also, the Healing was an idea I did for the Blood Hunter because of the self destruction it takes to use features
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To Clarify, I created another Subclass for a Homebrew Class. My DM is a fan of Critical Role and basically told me to make a Blood Hunter Version. Unfortunately, the original Class had little actual features, because the Subclasses provided them. So, I took the basic ideas of Blood Hunter, and I tried to create a version that possessed some of the features and the core concept without just deleting everything from my original Class. I expect it will need tweaking, feel free to suggest changes as long as they aren't rude.
.
.
.
Ancient Blood Hunter
The Blood Hunter is an ancient Order only now resurfacing. While the Hunter’s Bane has now been perfected, there were much older times… Much Darker times. In the beginning, Blood Hunter's were just developing Hemocraft, and they possessed no orders as they do now. In order to create soldiers strong enough, they turned to an Archmage to grant them help in doing the unthinkable. Studying the ways that life was given to the Weapons of Shadowfell or the sentient magical items in the world. The Archmage helped to create 9 Crystals, by drawing on the essence of the realms around them. Enchanting them to be living embodiments of energy. Shattering these crystals, they took their recruits and put them through unspeakable pain and training, putting their bodies and minds to the test to create perfect warriors. Finally, those that survive or do not quit are put through the incomplete Hunter’s Bane, ending with a shard of one of the crystals being implanted into them.
However, there is a reason this methodology was destroyed. Even with mental training, the voices in their soldiers' heads could be “good”. But plenty were also bad. This resulted in many who succumbed to the voice, and caused the destruction of this old way. It was never to be practiced again by those in the TRUE Order of the Blood Hunters. However, while their ways have ended, those crystals exist out there somewhere. And perhaps not everyone is ready to let go of the old ways.
Augmented Hunter’s Bane
At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Intelligence checks to recall information about such creatures. You can use Constitution instead of Strength for the attack and damage rolls of weapons you are Proficient with.
The Crystal implanted inside also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. The Crystal Inside also will help decide some abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
**Hemocraft save DC** = 8 + your proficiency bonus + your Hemocraft modifier
(your choice between Intelligence or Wisdom)
Lvl. 1- 1d4
Lvl. 2- 1d4
Lvl. 3- 1d4
Lvl. 4- 1d4
Lvl. 5- 1d4
Lvl. 6- 1d6
Lvl. 7- 1d6
Lvl. 8- 1d6
Lvl. 9- 1d8
Lvl. 10- 1d8
Lvl. 11- 1d8
Lvl. 12- 1d8
Lvl. 13- 1d8
Lvl. 14- 1d10
Lvl. 15- 1d10
Lvl. 16- 1d10
Lvl. 17- 1d10
Lvl. 18- 1d12
Lvl. 19- 1d12
Lvl. 20- 1d12
Arcane Crystals
| Color: Red | Damage: Fire | Plane: Crimson Pillars |
| Color: Blue | Damage: Cold | Plane: Frostfell|
| Color: Yellow | Damage: Lightning | Plane: Vengeful Land|
| Color: Green | Damage: Acid | Plane: Swamp of Oblivion|
| Color: Purple | Damage: Poison | Plane: Hells|
| Color: Clear | Damage: Force | Plane: Astral|
| Color: Black | Damage: Necrotic | Plane: Abyss|
| Color: White | Damage: Radiant | Plane: Arcadia|
| Color: Gray | Damage: Psychic | Plane: Shadowfell|
Blood Maledict
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to use and channel the Arcane Power granted to you by the crystal implanted inside of your body. You begin with two Arcane Augmentations detailed below this feature.
Each time you use your Blood Maledict feature, you choose which Augmentation to use from the augmentations available. Some augmentations will require you take 1 roll of your Hemocraft Die as Necrotic Damage. This damage can’t be reduced in any way.
You have a number of Uses equal to your Proficiency Modifier per Short Rest. You may add half your Constitution Modifier at 13th Level, and half your Intelligence Modifier at 17th.
Arcane Augmentations
Arcane Flow- By expending 1 use of your Blood Maledict, as a bonus action, you take one roll of your Hemocraft Die as damage after you make a Melee Weapon Attack. On your next turn, as bonus action, you may roll for a weapon attack, but instead cast a cantrip (Your Spellcasting ability is Intelligence) based on your Crystal. Its damage is replaced with 1 roll of your Hemocraft Die + Your Intelligence Modifier
* Red: Firebolt
* Blue: Ray of Frost
* Yellow: Lightning Lure
* Green: Acid Splash
* Purple: Poison Spray
* Clear: Sword Burst
* Black: Chill Touch
* White: Word of Radiance
* Gray/Silver: Mind Sliver
* **Arcane Hardening-** By expending 1 use of Blood Maledict, when you are targeted for an attack, as a Reaction, you may roll 1 Hemocraft die. Reduce the damage you take by that number.
* At 9th level, this becomes 1 roll of your Hemocraft Die + Your Constitution Modifier
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
* **Archery-** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Dueling-** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting-** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the [two-handed](https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#WeaponProperties) or [versatile](https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#WeaponProperties) property for you to gain this benefit.
* **Two-Weapon Fighting-** When you engage in [two-weapon fighting](https://www.dndbeyond.com/compendium/rules/phb/combat#TwoWeaponFighting), you can add your ability modifier to the damage of the second attack.
Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate an elemental rite matching your Crystal’s Energy. The effect of the rite lasts until you finish a short or long rest.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. Other creatures can’t gain the benefit of your rite. Before making a Melee attack, you may activate an Advanced Rite, taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An Advanced Rite deals an extra 2 rolls of your Hemocraft die. Your advanced rite only lasts for that melee attack.
# Additional Augmentation
At 3rd level, you gain new Arcane Augmentations listed below:
* **Magic Steel-** By expending 1 use of your Blood Maledict, whenever you deal rite damage with this, you may roll one Hemocraft Die. You regain that many hit points.
* At 7th Level, this increases to 2 rolls, and 3 at Level 18.
* **Blood Hunter Rising-** If you activated an ability causing you to take Necrotic Damage, until your next turn, you may not be reduced to 0 Hit Points once. You may expend 1 use of Blood Maledict use this ability more than once.
Crystalline Resistance
At 3rd Level, you gain Resistance to the energy your Crystal gives off, empowering your body.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the [Attack](https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Attack) action on your turn.
Eyes in the Back of your Mind
At 6th level, you begin to hear the sounds of the Crystal's Voice in your head grow louder and louder. Voices, especially ones who can see and hear just like you, may come in handy. You gain advantage on all Wisdom (Perception) checks involving hearing, and you gain proficiency in Wisdom (Perception) Checks.
Optional Feature: (Discuss with your DM) You now gain the Dark Gift: Symbiotic Being
Crystalline Immunity
At 7th Level, you gain immunity to the energy your Crystal gives off. If you were going to take damage of that type, you instead regain 1 roll of your Hemocraft Die + Your Constitution Modifier.
Arcane Weapon Augmentations
At 9th level, your control over your mysterious abilities is growing closer to completion, and so your body begins to embrace the Arcane power even more and unlock new abilities – and curses. The strengthening that was granted to your body finally spreads to your weapon. You gain the following features:
* You must use 1 use of your Blood Maledict feature. By taking one roll of your Hemocraft Die as Necrotic damage, you may spend one hour in the morning channeling your essence through your weapon. That weapon becomes magical for 8 Hours. During this time, it gains a +1 Bonus to Damage and Attack rolls. The whispers in your head intensify during your sleep.
* At 14th Level, the weapon becomes +2, instead of +1.
* Any time you deal your crystal’s signature Damage with one of your Blood Hunter Abilities, you regain half that damage as hit points. You may not apply this ability if you use Magic Steel’s Ability.
* You must use 1 use of your Blood Maledict feature. You gain advantage on attacks made against a creature you have encountered before. Resistance to your Crystal’s Damage is ignored, and Immunity is applied as resistance.
Terrifying Presence
At 10th Level, you’ve grown used to the enemies you do battle with. Understanding their minds or lack thereof, you can summon forth something that taps into the primal minds and fears of any that would face you down. You gain advantage on Intimidation Checks made against creatures you have fought before. Your Intimidation Checks can work against even creatures without minds, compelling them to flee. (Like Turn Undead)
Arcane Transformation
At 11th Level, your Arcane Power allows you to tap into your mind and vital essence to replace and augment your abilities. The veins on your body begin to grow darker, taking on your Crystal's color. Any Strength or Dexterity Checks or Skills have half your Constitution Modifier rounded up added to them. Any Wisdom or Charisma Saving Throws or Skills have half your Intelligence Modifier rounded up added to them.
Hemocraft Understanding
At 13th Level, you have learned to feel the life essence of others around you, including the purity and corruption running through it. You gain the following Features:
* You can see the faint glowing of the Life Essence of others. White for Good, and darker in color for those who are evil. By taking 1 roll of your Hemocraft die as Necrotic Damage, you may treat this as if you cast Detect Evil and Good with double the spell’s range. The Aura you see grows more bright and noticeable.
* Twice per long rest, you can make one creature you can see take the damage your Hemocraft Die for an ability would have caused.
Enhanced Hemocraft
At 14th Level, by rolling 1 extra Hemocraft Die, and maximizing the damage taken by those Hemocraft dice, you may change the effect to make it a Hemocraft roll(s) + Your Constitution Modifier for one of your Blood Hunter abilities (Crimson Rite, Advanced Rite, Arcane Hardening, etc.). You may not use this ability with Hemocraft Understanding’s second ability
Arcane Suffusion
At 15th level, your Arcane Power advances once more. The Weapon that has been affected by your Weapon Augmentation ability begins to glow with magical energy. This ability once lasts 10 minutes and can be used once per day. You gain the following benefits:
* Your weapon draws out the arcane power within you to cast[ ](https://www.dndbeyond.com/spells/phantasmal-killer)1 Spell Listed below at 4th Level. The weapon has 1d4+1 charges. For each 2 extra charges used, you may cast the spell 1 level higher. These charges recharge every day at dawn.
* Red: Fireball (Focused on Self. You automatically succeed on the Saving Throw)
* Blue: Ice Storm
* Yellow: Lightning Bolt
* Green: Vitriolic Sphere
* Purple: Chaos Bolt (Poison)
* Clear: Gravity Sinkhole
* Black: Blight
* White: Sickening Radiance
* Gray/Silver: Phantasmal Killer
* Your Weapon temporarily becomes a vessel for the Sentience in your mind. Your mind quiets. Your weapon can move away from you and be directed as if it had the Dancing Enchantment, however, it may only move 30 ft. away from you, or the effect ends. This Ability may change if the Sentience inside you does not wish to listen.
Realm Embodiment
At 18th Level, you gain the ability to show your enemies a vision of the Realm's power within you. By using 1 Action, the environment changes around you, and you are cloaked in your element. All creatures within 20 feat that can you you must make a Wisdom Saving Throw. On a Failure, they take 6d8 of the damage your Crystal inflicts, and they are frightened. On Success, they take half damage and are not frightened.
You may only use this feature once per day
Arcane Mastery
At 20th level, you have truly found your balance with the Sentience in your mind, perhaps aligning your goals or some other means. You have fully mastered the application of the Hunter’s Bane combined with your Arcane Power. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.
Your body finishes incorporating the Crystal, and your Constitution Score increase by 4, to a maximum of 24.
So you are well trying to add a class to another class? Er. Okay I guess theres just so much going on to it that I can't even make any general or good suggestions for it. Also I have no idea on what is the homebrew class that you are using to apply this too so I don't even know the measurement of its strengths and weaknesses. It looks like there is too much going on in it and it would be quiet strong if the homerbew subclass has features different from what is presented here or additional. So it maybe to strong. In short I lack critical info to actually judge this but since you said its a homebrew for a class as a subclass it might be adding too much.
Ah I see the arcane add on are also part of the class you speak off it was just not neatly arranged for me hold on. I still think its quiet a lot though for a class and subclass.
Now I see the info I need to properly rate it but, I still think there is a lot to go through here.
Okay the class seems strong but is quite balanced, you made your class try to synergize with the other class, regaining hit points seem strong but I don't know what hit points dice your class use if it is d8 or d10 if it is lower its okay but if its higher it maybe quiet strong after all the purpose of hemocraft is to lose health not gain it, Immunity at 7th level is quiet strong but otherwise this a elemental type damage, and beyond this much I can suggest I am not a fell expert yet in this profession hobby but it seems genuinely okay.
I'm sorry I confused you! I could've posted my original subclass and the class it was based on to help give some ideas, but I was told to adapt my original idea to Blood Hunter. Also, the Healing was an idea I did for the Blood Hunter because of the self destruction it takes to use features