Base Class: Blood Hunter
through the constant use of dark magics and the greater studies of curses, these blood hunters managed to harvest the power of blood to create formidable weapons in combat.
But harming themselves in combat they are able to not only heal, but also use blood as a weapon of their disposal to curse, bind, create of destroy.
Scarlet Weapon
Making use of your magics and curses, you can draw your own blood, taking 2 damage, and form one of 4 weapons from it. You do not take any damage if you have taken damage in combat already.
Extended Sword: A longsword with an extended grip and long, thin blade. can be used as a one-handed or two-handed weapon, bosting powerful strikes while two handed, and good blocking while one-handed.
1d6 + STR one-handed, 1d10 + STR two-handed.
3 times per short rest you can make a reaction roll to block with the sword, this gives you +2 AC. If your AC exceeds the total roll of your opponent then you take half damage.
Kukri and Talon: A Kukri and hooked talon blade, great for maneuverability and countering, at the cost of damage.
2d4+ DEX
3 times per short rest, you may take a bonus action to either move up to half your movement speed in any available direction, or make an attack against an enemy that isn't targeting you, that you can see within 25ft
Compound Short Bow: A meticulously curved short bow with a hard draw back string. This weapon allows for great offensive maneuvers from afar, while also shooting magic arrows, and helping shroud the user
1d6 + DEX
3 times per short rest you may take an action to shroud yourself in shadows, gaining a +5 to Stealth checks. This lasts for 3 turns or 30 minutes
Heavy Axe: A large axe that can be easily wielded, but is a risk to use. this weapon boasts high damage and can be enhanced with more blood to deal bonus magic element damage, at the cost of the casters health.
1d12 + STR
3 times per short rest you may take 1d4 damage to choose one of 4 elements to enhance your weapon with.
Cold
Poison
Necrotic
Acid
Compound Short Bow
Making use of your magics and curses, you can draw your own blood, taking 2 damage, and form one of 4 weapons from it. You do not take any damage if you have taken damage in combat already.
Compound Short Bow: A meticulously curved short bow with a hard draw back string. This weapon allows for great offensive maneuvers from afar, while also shooting magic arrows, and helping shroud the user
1d6 + DEX
3 times per short rest you may take an action to shroud yourself in shadows, gaining a +5 to Stealth checks. This lasts for 3 turns or 30 minutes
Extended Sword
Making use of your magics and curses, you can draw your own blood, taking 2 damage, and form one of 4 weapons from it. You do not take any damage if you have taken damage in combat already.
Extended Sword: A longsword with an extended grip and long, thin blade. can be used as a one-handed or two-handed weapon, bosting powerful strikes while two handed, and good blocking while one-handed.
1d6 + STR one-handed, 1d10 + STR two-handed.
3 times per short rest you can make a reaction roll to block with the sword, this gives you +2 AC. If your AC exceeds the total roll of your opponent then you take half damage.
Heavy Axe
Making use of your magics and curses, you can draw your own blood, taking 2 damage, and form one of 4 weapons from it. You do not take any damage if you have taken damage in combat already.
Heavy Axe: A large axe that can be easily wielded, but is a risk to use. this weapon boasts high damage and can be enhanced with more blood to deal bonus magic element damage, at the cost of the casters health.
1d12 + STR
3 times per short rest you may take 1d4 damage to choose one of 4 elements to enhance your weapon with. This effect Lasts 1 hour.
Cold
Poison
Necrotic
Acid
Kukri and Talon
Making use of your magics and curses, you can draw your own blood, taking 2 damage, and form one of 4 weapons from it. You do not take any damage if you have taken damage in combat already.
Kukri and Talon: A Kukri and hooked talon blade, great for maneuverability and countering, at the cost of damage.
2d4+ DEX
3 times per short rest, you may take a bonus action to either move up to half your movement speed in any available direction, or make an attack against an enemy that isn't targeting you, that you can see within 25ft
Toughened Will
As a blood hunter of this order, you have grown strong to the miss judgments of the world, and the pains of combat. You are use to the feeling of pain and blood, so much so that you can not be swayed, but can in fact horrify others with your strength
You gain Proficiency in Intimidation and immunity to being frightened.
Gore Puppet
Mastering your control over blood you gain the ability to use others blood against them in battle. Twice per long rest, after striking a creature, you attempt to take control of their body through their blood. You may cause one target you have hit, that you can see within 60ft, to take a CON saving throw equal to your spell modifier or suffer one of the following effects:
Blood Bane: Target takes 1d6 damage at the start of every turn for 3 turns
Paralysis: Target loses control of their body and becomes paralyzed for 2 turns. At the start of each turn they must make a CON saving throw against your spell modifier, to gain control of their body again
Frenzy: On their next turn the target will attack their closest ally, this only last one turn.
If the target manages to succeed on their initial saving throw, then nothing happens. You gain an extra casting of this ability at 11th and 18th level.
Enhanced Craft
With the use of manipulating blood and magic, you are able to enhance you blood weapons giving them an extra 1d4 necrotic damage. Taking your skills and studies further, you my also empower the strength of your spells by sacrificing your own health to do so. you may take 1d6 damage to increase your spells level by one, at no extra spell slot cost
Transfusion
With the power of your manipulation you are able to fuse new blood into your body, to prolong your jeopardy. If a target has taken damage, you heal by 1d6 HP for every hit you deal to that enemy with your blood weapons or enhanced magic.
Crimson Control
You have mastered the arts of manipulation of blood and magic, so much so that you are able to manipulate the blood of your foes to a great extent. By draining them of their life essence you can not only arm or heal yourself, but you can also aid your allies as well. With this mastery, you have also learnt how to deal with those who do not bleed, to some effect.
After an enemy, that you can see within 60ft, has taken damage you can spend an action to drain the blood from their body dealing 1d12 damage and summon one of the following effects:
Summon Weapon: you can summon a temporary weapon of choice that lasts until the target dies.
Vampiric Aid: you can heal yourself or a party member by the total damage dealt.
Pin Cushion: you cause spikes of hardened blood to breach the surface of the targets skin causing them to take 1d8 damage, and a further 1d6 damage for another 3 turns.
Fortify: you can use the blood of your foe to give you or an ally a temporary shield, increasing their AC by 5 points for 3 turns.
If the target is undead then they must make a saving throw based off of your spell modifier or take 2d10 radiant damage, on a successful save, they take half damage.
you can only do this 3 times per short rest.
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