Blood Hunter
Base Class: Blood Hunter

The Hemomancer is not your average Blood Hunter. Uninterested in diluting their blood with the addition of curses, diseases, and mutations, the Order of Hemomancy works to perfect their manipulation of untainted blood. Hemomancers are masters of creating deep, hemorrhaging wounds and mending their own bodily scars.

Rite of Ichor

When you join this order at 3rd level, you learn the Rite of Ichor as part of your Crimson Rite feature. When you activate the Rite of Ichor, the extra damage dealt by your rite is acid damage as you boil the blood of your foes. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have advantage on death saving throws.
  • You have resistance to necrotic damage.
  • When you hit a creature with blood with a weapon for which the Rite of Ichor is active, they must make a Constitution saving throw or take additional damage equal to your Hemocraft die at the start of their turn.

Knowledge through Blood

Starting at 3rd level, you have a supernatural sense for the blood of other creatures. If you have a sample of a creature's blood, you can detect their basic direction within 3 miles and have advantage on Wisdom (Insight) checks to detect their truthfulness.

Carnal Sustenance

Upon reaching 7th level, you begin to feel invigorated at the sight of hostile creatures letting fresh blood. When a hostile creature with blood within 60 feet of you loses hit points, you may use your reaction to recover their lost vigor, regaining hit points equal to your Hemocraft modifier plus your Constitution modifier.

Brand of Hemorrhaging

Starting at 11th level, once per turn when you hit the target of your Brand of Castigation with an attack, that target must succeed on a Constitution saving throw to avoid hemorrhaging blood as you burst the ichor forth from their body. On a failure, the creature takes necrotic damage equal to two rolls of your hemocraft modifier or half as much on a success.

You can use this ability a number of times per day equal to your proficiency bonus, regaining all uses at the end of a long rest.

Blood Curse of the Siphon

At 15th level, you can establish a blood connection between you and a hostile creature, allowing you to siphon their vitality and distribute to you and your allies. You gain the Blood Curse of the Siphoned for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Siphon

As a bonus action, you choose one creature you can see within 30 feet of you that contains blood and attempt to siphon that creature's vitality. That creature must make a Wisdom saving throw to resist your blood magic or take necrotic damage equal to three rolls of your Hemocraft modifier. You then gain temporary hit points equal to half the total the siphoned creature lost.

Amplify. You instead gain the same amount of temporary hit points the creature was siphoned from and may choose to give these temporary hit points to an ally within 30 feet of you as well.

Blood Curse of the Siphon

As a bonus action, you choose one creature you can see within 30 feet of you that contains blood and attempt to siphon that creature's vitality. That creature must make a Wisdom saving throw to resist your blood magic or take necrotic damage equal to three rolls of your Hemocraft modifier. You then gain temporary hit points equal to half the total the siphoned creature lost.

Amplify. You instead gain the same amount of temporary hit points the creature was siphoned from and may choose to give these temporary hit points to an ally within 30 feet of you as well.

Blood Mastery

Upon reaching 18th level, your presence draws spilled blood from the wounded creatures around you. At the end of your turn, wounded, blooded creatures of your choice within 10 feet of you take necrotic damage equal to your Wisdom modifier. Additionally, if you drop below 0 hit points within 10 feet of a creature with less than half its hit points, you can make a DC 16 Constitution saving throw to attempt to return to one hit point. This DC increases by 2 each time you use this ability, resetting back to DC 16 at the end of your next long rest.

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