Blood Hunter
Base Class: Blood Hunter

Those who have choose the Order of the Leech utilize their foe's vitality to imbue themselves with the power to rend and eliminate. By draining the life energy out of their enemies, Leeches know how to simultaneously empower and deplete.

Rite of Bleeding

When you join this order at 3rd level, you learn the Rite of Bleeding esoteric rite.

Rite of Bleeding. Your rite damage is Blood damage.

While the rite is active, you gain the following benefits:

  • Your weapon constantly drips blood, whether there is a source or not. This blood magically vanishes after 1 minute.
  • You have resistance to blood damage.
  • Once per turn, whenever you deal rite damage to a creature with this rite, you gain temporary hit points equal to your proficiency bonus.

Supplemental Bloodcraft

Beginning at 3rd level, your order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. At 11th level, you gain a second additional use of your Blood Maledict.

Blood Arts

Upon reaching 7th level, you learn two new ways to use your blood in combat. You gain two blood arts, listed below. You can only use one blood art per attack.

Draining Strike
When you deal rite damage to a creature that has blood, you can expend one use of your Blood Maledict feature and regain a number of hitpoints equal to twice the rite damage dealt.

Devastating Bloodletting
When you deal rite damage to a creature, you can expend one use of your Blood Maledict feature and deal additional rite damage to that creature equal to two rolls of your Hemocraft die.

Brand of Depletion

Beginning at 11th level, your Brand of Castigation now accelerates the target's blood loss, and slows any curative effects. Any other creature that magically heals the branded target must make a Constitution saving throw against your Hemocraft save DC or suffer blood damage equal to a roll of your hemocraft die + your proficiency bonus. In addition, while the branded creature is within 30 feet of you, they cannot regain hit points.

Blood Curse of the Vampire

At 15th level, your blood curse can tear the life essence from your enemies, and transfuse it to your allies. You gain the Blood Curse of the Vampire for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Vampire
When a creature you can see within 30 feet of you takes blood damage, you can use your reaction to siphon that blood from them, deepening those wounds. The creature takes additional blood damage equal to two rolls of your hemocraft die. If this damage causes the creature to fall to 0 hit points, you can amplify this curse without losing hit points.

Amplify. You or another creature of your choice within the range of the curse gains temporary hit points equal to the extra blood damage dealt.

Vampiric Ascendancy

At 18th level, you have perfected your vampiric arts, amplifying them and allowing you to drain and steal massive amounts of lifeforce from your foes.

When you hit a creature with a melee attack with a weapon bearing your rite of bleeding, you can deal additional rite damage equal to an amount of d10s equal to your level in this class. You regain half the amount of extra rite damage dealt in hit points. Once you use this feature, you can't do so until you finish a long rest.

Previous Versions

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