Blood Hunter
Base Class: Blood Hunter

 

 

Order of the Crimson Weave 

Blood Manipulation

This order teaches the means of infusing your blood with the arcane. In doing so you are able to use your blood and manipulate it to do many things. Due the arcane nature affecting the blood coursing through your veins you gain 1 additional hit die to use for healing during short rests. Standard hit die recovery rules apply. You gain one additional hit die of recovery at level 7, level 11, level 15, and two at level 18.

Crimson Armory

Starting at the 3rd level you may use your arcane infused blood to enhance your offensive, defensive, or physical capabilities. On your turn you may use your bonus action to activate Crimson Armory. Once activated you can choose to summon a non-ranged weapon, don Bloodskin armor, or to enhance a physical ability. You may only use one at a time and at the 3rd level can only use one per short rest. These effects are susceptible to counterspell and dispell. The DC to dismiss/negate the ability is a 19 + your Int modifier. The weapon and armor aspect of this ability may be used again after each short rest. The physical enhancement may only be used once after each long rest.

Weapon: Using your bonus action you may form a weapon from your blood. This weapon may be handheld or attached to the user from point of self-infliction. You must state what weapon your blood will be copying for damage and property purposes. You are proficient in whatever weapon your blood is copying. This ability does not allow you to bloodweave a ranged weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If this blood weapon is more than 5 feet from you for more than 30 seconds (5 rounds or equivalent number of turns) it disappears. You take double the initial damage used to activate this ability. Outside of this the blood weapon remains until dismissed by the wielder or the next short rest. There are no bonuses, at this level, that will be added to attack/damage rolls. Your crimson rites do apply to these weapons.

Bloodskin Armor: Using your bonus action you may alter the blood of your skin in order to bring out it's iron properties. In doing so your skin takes on a shade of red, player's discretion as to the shade, and you gain a bonus to your AC. Once this ability is activated you gain a +2 to your ac until dismissed by the wielder, the next short rest, or a successful dispel. You also gain resistance to one of the following damage types: bludgeoning, piercing, and slashing. The resistance does not apply to magical attacks. 

Ability Enhancement: Your magic infused blood enhances your physical and mental capabilities.  Using your bonus action you may choose to add the highest ability modifier to your attack/damage rules instead of the normal ability modifier. Once this is used you cannot use it again until a long rest has been taken.

Blood Infusion

Starting at the 7th level you may use a portion of your life force to heal a creature. You may roll 3d4 + your Con modifier and heal a target creature that amount. You then taken damage equal to what was rolled, not including your Con modifier. You may do this up to three times per short rest. If you are using this ability and roll an amount that would bring your hitpoints below zero, you stop at 0. The target creature is healed equal to the amount that brought you to zero. For example: You have 10 hp remaining and the end amount rolled is 15. You will drop to 0 hitpoints and the target creature will only be healed 10 hitpoints. 

Arcane Enrichment

Starting at the 11th level you may enhance your blood weapons and armor. Whenever you activate the Crimson Armory ability and you create a weapon the weapon now adds a +2 to any attack/damage rolls made with this weapon. If this ability is used to create weapons for duel wielding, not accounting weapon properties, the additional attack/damage is lowered to +1 per weapon. In addition your Crimson Rite damage now deals an additional 1d6 of the chosen damage per weapon. Refer to the listed table under Crimson Armory for self-inflicted damage to activate the weapons. Whenever you activate this ability and use it to create Bloodskin you may add +3 to your AC and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition you may choose one additional damage to have resistance from: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.

Bloody Bullets

Starting at the 15th level you have found ways to enhance your blood to infuse ranged spells into them. Using an attack action you may use your blood to make a ranged attack. You may choose to make magic enhanced ranged attack (+2 to attack/damage). If you choose to make a magic enhanced ranged attack you will roll 2d6 (piercing or bludgeoning [pick 1]) for damage and an additional 2d4 poison damage. You take damage (normal) equal to that regardless of a hit or miss. The damage is considered magical and upon a critical inflicts disadvantage on its next attack roll and advantage on the next attack roll made against it. The range is 50/350.

Atk roll: (d20 + your Dex modifier} + 2 || *Dmg roll: (2d6 bludgeoning or piercing + 2) + 2d4 poison || Range: 50/350 || Counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

*You take damage equal to the amount rolled for the bludgeoning or piercing damage. You do not take additional damage from the damage bonus nor the poison bonus.

Blood Warlord

Starting at the 18th level you may activate all the abilities listed under Crimson Armory an unlimited amount of times, or until you've hit zero hitpoints. Your magic infused blood weapons and armor are now immune to counterspell and dispell. If you are duel wielding weapons they now receive a +2 to any attack/damage rolls made with them. In addition to this your Crimson Rite now deals 2d6 damage of your chosen Rite. You no longer receive damage once the weapon disappears after being more than 5 feet out of your grasp for 60 seconds, increased for level 18. Your Bloodskin armor now adds an additional +5 to your AC. You now have immunity to nonmagical and magical bludgeoning damage. You now have nonmagical and magical resistance to piercing, slashing and two other damage types. Please pick two: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Refer to the table listed below for the Blood Warlord use of the Crimson Armory.

 

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