Base Class: Blood Hunter
Hemomancers manipulate blood to create their own weapons with much greater strength then other weapons.
Hemomancy Weapon
Beginning at 3rd level, your ancient order teaches advanced mastery over blood it self, as a bonus action you are able to create a weapon from your blood, you take , this weapon uses two of your Hemocraft die for damage, for instance when you get this feature at 3rd level you Hemomancy Weapon will deal 2d4 slashing damage. This counts as a martial melee weapon, with the finesse and two handed properties.
When you activate the Hemomancy Weapon roll 2 of your Hemocraft die and remove that from your health points.
This weapon remains till you finishes a short or long rest or you end your turn not holding it.
Your blood hunter rites can be activated onto your Hemomancy weapon.
At 7th level you gain a +1 bonus to attack and damage rolls with this weapon.
At 11th level you have a +2 bonus to attack and damage rolls with this weapon.
At 18th level you have a +3 bonus to attack and damage rolls with this weapon.
Arcanic Blood
Upon reaching 7th level, Your blood becomes infused with magic, your Hemocraft weapon now counts as magical for the purpose of over coming resistances.
Additionally when you summon your Hemocraft weapon you can choose to activate your crimson rite on your Hemocraft weapon as part of the same Bonus Action.
Blood Armor
Beginning at 11th level, You are able to summon a coating of blood to act as Armor for you, this armor gives you a natural Armour Class of 14 plus your dexterity modifer and can take any appearance you desire. You can freely summon and dismiss it.
Blood Mist
At 15th level, As an action you spread your blood around you, causing the area within 15 ft of you to become lightly obscured. Whilst in this blood mist you can turn into mist and move instantly from one space to another space in the blood mist as a bonus action, turning back once you reach the location you chose. This mist remains for 1 minute and follows you, once you have summoned it you can't re-summon it till you finish a short or long rest.
Vampiric Killing
Upon reaching 18th level, When you reduce a creature to 0 hit points you regain hit points equal to your hemocraft die + con modifier as you draw the deads blood into you. This can not be activated on creatures without blood. This can be activated a number of times equal to your proficiency bonus per long rest.
Additionally you no longer need to breath and have advantage on death saving throws.
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