Blood Hunter
Base Class: Blood Hunter

While many shun the teachings of hemomancy, The Order of Sanguinous Sentinels embraces its capacity for protecting those in need. Whether it be manipulating their essence to forge powerful weapons or drawing upon it to push past their mortal limits, these sentinels are staunch defenders of of the innocent, pouring blood, sweat, and tears into the pursuit of their craft.

Hemokinetic Weapon

At 3rd level, you have gained a measure of control over your own blood, allowing you to forge impliments of war from your essence. When you use your Crimson Rite feature, you may create a scarlet weapon from your own blood in one hand as part of the same bonus action. You can choose what form the weapon takes and you are proficient with it as long as it is on your person. This weapon acts as the target of your crimson rite. You can dismiss or resummon the weapon to your hand at any time during the duration (no action required), and it disappears if you’re incapacitated or at the beginning of your next short or long rest. You may use your hemocraft modifier, instead of strength or dexterity, for attack and damage rolls made with your Hemokinetic Weapon. While you wield your hemokinetic weapon, you gain a +1 to attack and damage rolls made with it. This bonus increases at later levels, to +2 at the 11th level, and +3 at the 18th level.

Limit Break

At 3rd level, you learn how to manipulate your own blood flow surpassing your limits for a brief period at a cost to yourself. As an action, you can increase one ability score and its maximum by 3 for 10 minutes. A given ability score can only be under the effect of a single limit break at any given time.

You take one hemocraft die of damage  upon activating this ability that can't be resisted or prevented in any way. When the effect ends, make a contitution saving throw. (DC=15-your hemocraft modifier). Upon failure, you take one additional hemocraft die of damage as your body experiences the strain of adjusting to the manipulated blood flow.

The bonus to your chosen ability score when you use this feature changes at certain levels, increasing your score and its maximum by 4 at 11th level, and by 5 at 18th level.

Once you have used this ability a number of times equal to your proficiency bonus, you must finish a short or long rest before you can use it again.

 

Curse Adept

At 7th level, you gain greater understanding of how to use your sangiunous resources. When you have no uses of your blood maledict remaining, you may use an additional blood maledict by sacrificing some of your life force. Roll a hemocraft die. You take necrotic damage equal to roll on the die that can't be prevented or resisted in any way. Every time you use this feature while you have no reamining blood maledicts, the number of hemocraft dice you must take in damage for each additional use increses by one (ie. One extra use does 1 hemocrqft die of damage, while the second would do two, the next three, and so on...) Blood curses produced in this way can not be amplified.

The number of hemocraft dice you must roll to use this feature reset once you complete a short or long rest.

Blood Curse of Mutual Suffering

At 11th level, you’ve elevated your hemokinetic defenses to new heights, allowing your essence to strike out in retribution whenever someone would seek to harm you. You gain the Blood Curse of Mutual Suffering for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Mutal Suffering

Prerequisite: 11th level, Order of Sanginous Sentinels

As a bonus action, you can link to a creature within 30 feet for up to 1 minute, forcing them to share in any pain they inflict upon you. Each time you suffer any damage from the cursed creature, this curse deals necrotic damage equal to half of the damage you suffered.

Amplify: This curse instead deals necrotic damage equal to the damage you suffered and it ignores Necrotic resistance.

Brand of Weakness

Beginning at 15th level, your Brand of Castigation cripples your enemies defenses for your Blood Maledict. While branded, creatures have disadvantage on saves against your Blood Curses and vulnerability to all damage. 

If a creature's resistances or immunities would prevent damage in any way, immunities are instead treated as if the creature had resistance, and resistances are ignored.

Hemokinetic Pinnacle

Upon reaching 18th level, you reach the zenith of your hemokinetic talents. 

You can now use limit break on the same ability score more than once. Abilities enhanced in this way can exceed 20, but not 30. For every additional time you use limit break on an ability score beyond the first, the number of hemocraft dice of damage you take from using the feature increases by one. Once limit break's duration has elapsed, you must make a constitution saving throw, as usual. If an ability score has been increased via limit break more than once, you make the saving throw with disadvantage. On a failure you take necrotic damage equal to the amount of dice used on your most recent limit break, and you suffer one point of exhaustion.

Additionally, any blood maledict made by use of the Curse Adept feature while you have no uses of blood maledict remaining are automatically amplified at no additional cost.

Comments

Posts Quoted:
Reply
Clear All Quotes