Blood Hunter
Base Class: Blood Hunter

Many blood hunter orders aim to study the effects of hemocraft to their own advantage. The Ghostslayers aim to purge the undead, the Mutants study and harness the effects of chemicals, and the Lycan controls the curse of Lycanthropy. This order is one whose studies focus on the manipulation of blood itself, shaping one's vitality into physical forms and magical effects. The mastery of bending blood to one's will is painful but necessary to meet the Order's standards. Honing this power may lead to a blood hunter's saving grace or untimely end.

Blood Weapon

Starting at 3rd level, you can expend a hemocraft die to create a weapon of your choosing with the effects of your chosen rite. The weapon is the color of your blood and can be any weapon you see fit. Additionally, you can also choose to summon an off-handed weapon or a blood shield along with your main-handed weapon if you are proficient in such abilities. However, your off-handed weapon will not have a crimson rite on it unless you decide to spend a bonus action to apply one. If your blood weapon ends up 10 ft away from you or less, you can spend a bonus action to bring the weapon back into your grasp, though, if it were to be more than 10 ft apart from you, the weapon immediately dematerializes. The weapon stays with you until you choose to dispel it or if you are too far away, in which it will dematerialize. You can choose to resummon it by expending another hemocraft die.

Blood Bond

Beginning at 3rd level, your practices in controlling your blood allows you to manipulate and channel it in certain ways. You can transform one Magic Weapon into your blood by performing a special ritual while you hold the weapon. The ritual takes 1 hour to perform. When you finish the ritual, the effects of the weapon will be consumed by your blood, causing the original magical weapon to act like a normal weapon. The next time you summon a blood weapon in the form of the magical weapon you chose to transfer, it will take the form of that magical weapon with the color of your blood. You can't affect an artifact or a sentient weapon in this way. The effects of the magical weapon will leave your blood and return to the original weapon if you die, or if you perform the ritual on another weapon. Alternatively, you can choose to perform this ritual on a shield granted that it is not an artifact or a sentient weapon.

Brand of Coalescence

Beginning at 7th level, your Brand of Castigation now fuses your blood with your foe's, allowing you to discern the properties of your target. Upon applying the Brand to your target, you learn their vulnerabilities, resistances, and immunities. Additionally, while the Brand is still on your target, you have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them in the last 24 hours.

Instinctive Protection

At 11th level, you've become familiar with your blood to the point that you can instinctively protect yourself from coming attacks. When a creature makes an attack roll against you, you can use your reaction to add your Intelligence modifier (minimum of 1) to your AC, potentially causing the attack to miss you.

Alternatively, if you are required to make a saving throw that could reduce your HP upon failure, you can use your reaction to add your Intelligence modifier (minimum of 1) to your roll.

You can use this feature a number of times equal to your proficiency bonus.

Blood Curse of Constricting

At 15th level, your blood curse can seize a creature through the command of your blood. You gain the Blood Curse of Constricting for your Blood Maledict feature. This does not Count against your number of blood curses.

Blood Curse of Constricting:

As a bonus action, you can wrap your blood around a creature you can see within 30 feet of you that is of size large or smaller. The target must succeed on a Strength saving throw or become restrained until the start of your next turn and suffer 2d6 bludgeoning damage. They take half as much damage on a successful save.

Amplify. The range is 60 ft. and the target will also be incapacitated on a failed save.

Blood Manifestation

Upon reaching 18th level, you have fully mastered the use of your blood and can manifest it into a blood copy of yourself. As an action, you can spend up to three hemocraft die to manifest a blood clone for one minute. The blood clone shares your initiative and stats, has its own action, bonus action, and reaction, and has hit points equal to the max die amount of hemocraft spent to manifest it (10 HP for one hemocraft, 20 HP for two hemocraft, etc.). When summoning your blood clone, it comes with a copy of your chosen blood weapon with a crimson rite of your choosing on it. Your blood clone cannot speak, and does not come with any items, and cannot use any of your class, race, or background features. However, it can use crimson rites and blood curses.

 

Once you use this feature, you can't use it again until you finish a long rest.

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