Base Class: Fighter
This subclass focuses on the ability to manipulate your blood through wounding yourself and invoking hemocraft to use it as weaponry
Bloodline
Choose two weapons (any) without the ammunition/loading, reach, versatile, or special properties to manipulate your blood into. When attacking with your manipulated blood weapons, they count as magical and gain the properties of silvered weapons. You can choose 3 other weapons to manipulate at later levels (7th, 10th, & 15th)
You may open one wound per day through scar tissue that doesn't injure you to allow for the summon of these weapons
Suspending minuscule droplets of your blood in the air as you swing this weapon, you may harden them for protection from your foes' attacks. As a reaction upon being hit by an attack, you can reduce the damage equal to half your hit dice (rounded up) provided you used the attack action during your last turn. You may do this an amount of times equal to your proficiency bonus, and regain all uses after a long rest.
Club
1d4 Bludgeoning
Dagger
1d4 Piercing
Dart
1d4 Piercing
Flail
1d8 Bludgeoning
Greataxe
1d12 Slashing
Greatclub
1d8 Bludgeoning
Greatsword
2d6 Slashing
Handaxe
1d6 Slashing
Javelin
1d6 Piercing
Light Hammer
1d4 Bludgeoning
Mace
1d6 Bludgeoning
Maul
2d6 Bludgeoning
Morningstar
1d8 Piercing
Rapier
1d8 Piercing
Scimitar
1d6 Slashing
Shortsword
1d6 Piercing
Sickle
1d4 slashing
Trident
1d6 Piercing
Invoke corruption
As a bonus action, you can invoke your cursed blade to enhance its corruption by inflicting damage upon yourself, granting an extra d6 acid damage per attack. The effect of this invocation lasts until you finish a short or long rest, or till you finish combat after attacking more than 10 enemies (carrying through multiple combats).
When you activate this rite, you take slashing damage equal to 1d6. This damage can’t be reduced in any way, and scales with time as your blood becomes more corrosive.
You may grant one other person the benefits of this rite at a time while within 5 feet of them, (invoking on yourself, and then invoking on another persons weapon)
Advanced Recovery
Your control over your blood allows you to recover from injury better than other warriors. When using the second wind feature, roll 2d10 rather than 1, and regain that health. In addition, Second wind can now be used a number of times equal to your proficiency bonus. You regain this feature after a long rest.
Dark Augmentation
Starting at 10th level, the corruption of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 10 feet, and you have a bonus to Dexterity, and Constitution saving throws equal to your CON modifier (minimum of +1).
You also gain a blood mutation of which can be activated through inflicting wounds unto yourself. On a successful CON save of DC 14, you take 2d4 + 3slashing damage, and on a failed save 4d4+3. If used in battle, this costs a bonus action
Using one at a time, at any point you can invoke one of the following:
Mark of the Aether
You grow long, skeletal wings of corrosive blood from your back. You gain a flying speed of 20 feet for 1 hour and don't invoke attacks of opportunity while doing so. However, you have disadvantage on Dexterity checks during this time. (if character already has a flying speed, add the 20 ft. to the pre existing speed during this time)
Mark of the Blind
Increasing blood flow throughout your body, your senses are heightened. You gain Blind sight out to a range of 60 feet for 1 hour. After the time has passed, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight for an hour.
Mark of the Deft
Your heart pumps blood through your body at an accelerated rate, making you quick and precise. You gain advantage with dexterity checks and saving throws, and gain 20 feet of climbing speed for 1 hour. During this time you are susceptible to injuries and are less focused on your surroundings (unless concentrating on doing exactly that). you have disadvantage on CON saving throws and perception checks (passive perception is reduced to 0 during this time).
Mark of the Hexed Puppeteer
You can temporarily let your curse grow to recently deceased bodies, granting them new life at the sacrifice of your own health. You can cast revivify (on recently deceased beings) or Create Undead once at the cost of bringing you down half of your current HP (max of 1hp). If revivify is cast, the creature brought back now has cursed blood, and gains the "Bloodline" feature as a "Supernatural Gift" (taking double damage when activating, and only gaining 2 cursed weapons) and can be removed through ritual (if wanted).
Advanced Augmentation
Your Dark Augmentations grow stronger, and you can now manage 2 of them at the same time taking only one negative effect from either of them (players choice).
Corruptive Aura
At 18th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses the corrupting energy of your curse through the veins of nearby foes, causing their bodies to corrode from the inside (acid damage).
For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).
Once you use this feature, you can’t use it again until you finish a long rest.
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