Blood Hunter
Base Class: Blood Hunter

The Order of the Blood Starved is a secret order, often looked down upon by other orders due to how exponentially sacrificial they are. Members of the Order of the Blood Starved prefer to use all their power in single blows rather than letting battles last. The Order of the Blood Starved are build up of those who wish for revenge against the true evils of the world, each one pledging to hunt those who take for themselves while others who’re suffering suffer more. Their relation to blood magic becomes less controlled and more to the forces of their own blood and emotion, primarily being rage, but may come from other sources such as grief. 

Bleeding sacrifice

Upon proving yourself to the order at level 3, your hemocraft die will double however the second roll can be subtracted by your hemocraft modifier. ex: At lvl 3 and INT being 14 your hemocraft die will go from 1d4 to 2d4 but second roll will have -2. This is the curse of the Blood Starved.

Nourishment in Blood

Also at level 3, the order has taught you how to feed yourself so that you won’t die immediately after using your power. As a passive ability, every time you are the direct cause of a living creatures death death whether it being by blade, spell, or dropping a bolder on then. You roll a 1d4 and heal by that amount. If you kill two or more creatures at the same time then you heal by how many individual creatures were killed. Ex: if you killed three living creatures, then you would heal 3d4.

The heal die increases to 1d6 at level 5, then a 1d8 at level 11, and finally a 1d10 at level 17.

Bleeding Rite

Lastly at 3rd level, as an action you enchant your weapon with blood magic and roll your hemocraft dice, then you attack. The attack deals the weapon’s damage if hit plus 1d10 - your WIS or INT modifier (which ever is higher, if both are negative then subtract nothing) + your half your lost hp (ex: if you have 20 max hp and have 10 remaining hp then you would add 5 damage). This attack deals necrotic damage. You may use this ability once per kill of a creature with blood or short or long rest. The kill does not have to be from this ability but it may.

Bleeding Rite of Spraying

At level 7 you have managed to attune yourself too your own blood so well that now you may blast an area of blood out in a cone shape from yourself. This leaves a bright red blood on the ground for 8 days and can only be cleaned with magical cleaning supplies of any kind. You roll your hemocraft dice to cast and this cone reaches 10 feet away. All creatures hit by this suffer 1d6 - your INT or WIS modifier (if both negative then subtract nothing) + half your lost hp, also any creatures hit by this roll a constitution saving throw against your hemocraft DC, if they fail they are stunned for one round seconds, if they succeed they they become incapacitated for one round. You may use this ability once per kill of 2 creatures with blood or short or long rest. The kill does not have to be from this ability but it may.

Enhanced Blood

At level 11, Your body becomes used to the amount of blood loss you have now and have increased the rate at which you produce it. You have advantage on constitution saving throws and you no longer decrease your order abilities by your INT or WIS. You can now also effect bloodless creatures with blood curses.

Bleeding Over Orders

By level 15 you have used the power of blood so well that other orders seem simpler to you now. You may pick any one blood curse from any order as long as their prerequisite level doesn’t exceed your own. This does not count towards your blood curses and may be changed out upon leveling plus this does not count as your one blood curse replacement.

Blood Worthy Bond

At level 18, you now have access to your blood at will, and may now use your order abilities as many times as your able, you will still have to roll your hemocraft die for every attack. You may also call upon your blood for non - lethal attacks ex: setting up a fake crime scene splattered with blood.

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