Base Class: Blood Hunter
Taking this route doesn't mean you're chaotic or evil as a person, but more that you have found the power within yourself and chooses to do something with it. Taming the powers of long forbidden magic imbued in your body, you are one of the few Hunters that have given in to the way of the Blood. You hunger for more knowledge about it and lives by the rules of the Blood; Shed it and Cherish it. You use it for fighting in battles, like it uses your body for living and thriving. It feels like its alive in your body, and almost like it has its own will?.
Not many have chosen this way of the Hunter, because its frowned upon by the other orders, primarily because of the grotesqueness. Its the Order closest to the original way of the Blood Hunter and therefor the most vulgar and extremist of the ways when the old Hunters first started using their abilities.
But those that have gone down this path speaks of it as the true way of the Hunter.
"We are born of the Blood, Made men by the blood, Undone by the Blood"
Note: All TEMP hit points accumulated in this subclass lasts for 20min after the last addition. Meaning if 5 TEMP hit points are gained, 55mins later gains 10 more - the previous ones get accumulated and gets added so its now 15 for the duration. Also these temporary hit points count as REAL hit points if the Blood Hunter should ever be target of a spell thar kills a target under X threshold of health. Otherwise they are just normal Temporary hit points.
Rite of Blood
When chosen, this order requires a sacrifice of life. To accept this, you plunge your weapon (or a given sharp object) into your heart and cut it out. If the Will of the Blood accepts the sacrifice, the event will not kill you, but the will of Blood now grants you its power and overtime you will learn to use it to its fullest.
When you choose this subclass, you have no choice as to what rite you want to choose. It chooses you. Whenever you activate your Rite, the blood now clings to your weapon to help in actions of attacking the enemy.
Starting at 3rd level you Hemocraft die is increase by 1 die size for each step and your Rite damage is no longer a specific magical type, its what your damage archetype is with the weapon you attack with. (Piercing, Slashing, Bludgeoning and if applied to a magical weapon with elemental damage as primary, the rite damage will be the damage as the archetype the type of that weapon)
The Crimson Pact
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature.
Sanguine Transfusion
Starting from 7th level you gain access to the use of Sanguine Transfusion Feature:
As an action you try to drain life from a target, the target have to make a CON save of, if the target fails it takes damage equal to 2 Hemocraft dies and you gain temporary hit points equal to half of the damage done. If the target succeeds, it takes half damage and the hunter heals nothing. Doing this action uses 1 use of the Maledict Feature.
Amplify:
You target up to 3 target.
Also you gain access to the ability: Crimson Strikes:
When attacking a target with an active rite, you can roll 2 hemocraft dies when damaging and use 1 for damage and the other one you gain as Temp hit points.
Sanguine Proliferation
Upon reaching 11th level the blood flowing grants you more of its power and it will help you when fighting and communicating. You now add your Proficiency Bonus to the Rite Damage and Temporary Hit Point gain.
Because of you connection with the blood, you can feel it pumping in others veins. When talking to a creature with blood in their veins, they have disadvantage on Charisma (deception) checks against you, and grants you proficiency (or expertise if already proficient) in Wisdom (Insight) checks against others.
Blood Shield: +1 AC whenever you have your active rite.
Blood Curse of the Sanguine Hold
When an enemy with blood running in their veins, within 60 feet of you takes an action or bonus action, you can use your reaction and force the creature to make a Constitution saving throw or have its action canceled and count as used. This uses your reaction but does not count as a use of a Blood curse if the reaction fails. This is possible for you, due the mastery over not only your own Blood but also the blood running in the veins of everyone around you, forcing the muscles to spasm and the body of the victim to stop their action.
Amplify. Adds +5 to the DC the target have to beat
The Blood God Pressence
Upon reaching level 18 you now have complete control over the blood in your body and almost everyone else. This has woken the attention of a God, the Blood Moon Presence, the God of Blood and the Sanguine. Upon sleeping the first time after reaching level 18, this god takes contact with you in your dream which now has become nightmares. From now on, whenever you sleep you only have experience nightmares. The god has now lent you the power of complete control over blood, meaning you no longer age, or grow. This will in time cause you to go insane over the span of your life time (DMs or players choice of how)
Whenever you take damage, after calculations and damage dealt, you will gain temporary Hit Points equal to (Proficiency Bonus + Half of the damage taken (rounded up)). If death occurs after calculations and before temporary hit points gain, trigger next part:
If you should ever die to damage, your god wont let that happen and revives you to 1 health, with half of your maximum health added as temporary Hit Points, as the blood coming out of your body coats your entire being and defends you. Doesn't matter how you died (except Wish, DMs choice). You can still die normally by hitting 0 Hit points after this effect has occurred. This feature refreshes once every month on the full moon, which you no longer see as the colour it usually was and now only see it as blood red.
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