Base Class: Blood Hunter
Elemental Arsenal
At 3rd lvl once you choose this archetype as main or bonus action you can take half the damage of your hemocraft die to create one elemental weapon that you can wield. This weapon can be either simple or martial, it counts as finesse and magical. The weapon deals 2D6 of your chosen elemental type:
- Air (Slashing)
- Earth (Bludgeoning)
- Water (Frost)
- Fire
- Acid
- Lightning
Elemental weapons last hours equal to your blood hunter levels until it disappears, you also lose your elemental weapon if you go unconscious or die. You can summon elemental weapons up to your proficiency bonus and regain all expended uses on a long rest. You may also apply crimson rite to your elemental weapon
Your elemental weapon damage increases by 1D6 at: Lvl 7 (3D6), Lvl 11th (4D6), Lvl 15th (5D6), Lvl 18th (6D6)
Extended Arsenal
At 7th level you have accustomed yourself with the elements and see beyond it. Your Elemental weapon can now use the following damage types:
- Psychic
- Radiant
- Necrotic
- Thunder
Once you reach this level there is no restriction to how much elemental weapons you can weild at the same time.
Elemental Extension
At 11th Lvl You gain resistance to damage types according to your weapons current element. You also gain advantage on saving throws against that type.
Overcharged
At 15th Lvl once per turn if your attack hits you can add an additional damage die to your elemental weapon, you take unavoidable damage equal to the damage you added. You can only use this feature equal to your proficiency bonus.
Primordial Mastery
At 18th Lvl If a creature has immunities or resistances against your elemental weapon you can treat immunities as resistances, and resistances as nothing.
Elemental Arsenal
At 3rd lvl once you choose this archetype as main or bonus action you can take half the damage of your hemocraft die to create one elemental weapon that you can wield. This weapon can be either simple or martial, it counts as finesse and magical. The weapon deals 2D6 of your chosen elemental type:
- Air (Slashing)
- Earth (Bludgeoning)
- Water (Frost)
- Fire
- Acid
- Lightning
Elemental weapons last hours equal to your blood hunter levels until it disappears, you also lose your elemental weapon if you go unconscious or die. You can summon elemental weapons up to your proficiency bonus and regain all expended uses on a long rest. You may also apply crimson rite to your elemental weapon
Your elemental weapon damage increases by 1D6 at: Lvl 7 (3D6), Lvl 11th (4D6), Lvl 15th (5D6), Lvl 18th (6D6)
Extended Arsenal
At 7th level you have accustomed yourself with the elements and see beyond it. Your Elemental weapon can now use the following damage types:
- Psychic
- Radiant
- Necrotic
- Thunder
Once you reach this level there is no restriction to how much elemental weapons you can weild at the same time.
Elemental Extension
At 11th Lvl You gain resistance to damage types according to your weapons current element. You also gain advantage on saving throws against that type.
Overcharged
At 15th Lvl once per turn if your attack hits you can add an additional damage die to your elemental weapon, you take unavoidable damage equal to the damage you added. You can only use this feature equal to your proficiency bonus.
Primordial Mastery
At 18th Lvl If a creature has immunities or resistances against your elemental weapon you can treat immunities as resistances, and resistances as nothing.
Previous Versions
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Posted Feb 28, 2022Feel free to give criticism and feedback.