Blood Hunter
Base Class: Blood Hunter

Focused on slaying blood-sapping creatures such as vampires and stirges, those who complete the Hunter's Bane under the Order of the Bloodweaver utilize the resource within their own veins to combat monsters who would try to drink it. To combat vampirism and the evil that festers behind the curse itself, the Bloodweaver fights fire with fire, or blood with blood.

 

Rite of Viscera

Upon choosing this order at 3rd level, you learn the esoteric rite, Rite of Viscera.

Rite of Viscera. Your rite damage is acid damage. While the rite is active, you gain the following benefits:

  • Whenever you are forced to make a Constitution Saving throw, you can add a roll of your Hemocraft die to the save.
  • Whenever you reduce a creature to 0 hit points with a melee weapon attack that has Rite of Vescera applied, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).

Sanguine Resistance

Additionally, when you choose this order at 3rd level, your manipulation of blood allows you to ignore the implications of injury sustained from blood magic.

Whenever you amplify a Blood Curse or apply your Rite of Viscera to a weapon, you no longer lose hit points from your Hemocraft die rolls.

Blood Hex

At 7th level, your bloodweaving capabilities allow you to further manipulate your curses in more useful situations. You gain an additional use of you Blood Maledict feature.

Transfusion Mark

Also at 7th level, Creatures suffering from one or more of your Blood Curses at a time become marked with an arcane blood scar that glows a dim red light for the duration. As a bonus action on each of your turns, you drain the energy of the marked creatures that you can see and deal necrotic damage equal to one roll of your Hemocraft die.

Brand of Exsanguination

At 11th level, you learn to brand creatures suffering from your blood curses. Whenever you target a creature with a Blood Curse, you can apply your Brand of Castigation feature if it is available to you.

Additionally, your Brand of Castigation ruins the branded creature's ability to heal naturally, and corrupts it's blood for more suitable slaying. A creature branded by your Brand of Castigation cannot regain hit points from the Regeneration feature.

As an action, you can choose to end your Brand of Castigation early and force the branded creature to make a Constitution saving throw. On a fail, the brand forcibly expels the creature's blood from it's open wounds, dealing necrotic damage equal to your current Blood Hunter level and stunning them until the end of their next turn. On a success, the creature takes half damage and is not stunned.

Essence Drain

At 15th level, your dedication to the curse of vampirism grants you the insight and life stealing of a true vampire kin.

You learn the spell Vampiric Touch, and gain the ability to cast it at 3rd level using your Intelligence as your spell casting ability. You can cast this spell a number of times equal to your Intelligence modifier (Minimum of 1). You gain back all charges after a long rest.

In addition, while concentrating on Vampiric Touch, as an action, you can forgo your Extra Attack feature to instead attack with Vampiric Touch twice.

Evisceration of Blood

At 18th level you channel your Hemocraft magic into your heart to prepare it for a final beat, only to regenerate from death once more.

As an action, and only if you have half your hit point maximum or less remaining, you can reduce yourself to 0 hit points by expunging the last of your blood in a bloody red mist in a 30 foot radius, centered on yourself. You are unconscious, however you do not fall prone, and cannot regain hit point from any sources until the start of your next turn.

Creatures you choose within the radius must make a Dexterity saving throw against your Hemocraft save DC to avoid being coated in your life draining blood. On a fail the target takes 6d8 necrotic damage + 6d8 acid damage. Creatures that succeeded on the save take half damage.

At the start of your next turn, the blood returns to you. Before a death save is rolled, you gain the following benefits:

  • You regain a number of hit points equal to the total damage dealt by Evisceration of Blood.
  • The next weapon you touch has Rite of Viscera is applied to it.
  • You regain all expended uses of your Blood Maledict feature.

Once you use this feature, you cannot use it again until you have taken a long rest.

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