Blood Hunter
Base Class: Blood Hunter

Only few Blood Hunters still consider themselves to be apart of this ancient order. The Order of Blood Magic is one of the few Blood Hunting orders that only allow a select few enter into it's ranks, due to the nature of their abilities and higher chance for corruption. Blood Hunters who undergo the proper training to become a member of this order learn to shape the blood of themselves and others to make deadly, blood thirsty weapons held together by Hemocraft magic.

Blood Weapons

Beginning at 3rd level, you shape your sacrificed blood into a weapon of your choosing. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your Blood Weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears at the end of a short rest, if you use this feature again, if you dismiss the weapon (no action required), or if you die. When making a Blood Weapon this way, you take necrotic damage equal to one roll of your Hemocraft dice. 


Additionally, after making a Blood Weapon using this feature, you can automatically apply your Crimson Rite to the blood weapon (No action required). After you apply your crimson rite to your blood Weapon this way, take necrotic damage equal to 1 roll of your hemocraft die.

Arcane Specilist

Starting at 3rd level, you gain proficiency in the Arcana skill.

Blood Lending

Starting at 7th level, you can create Blood Weapons with the blood of other creatures. You can make one creature you see within 30 feet of you make a wisdom saving throw against your Hemocraft save DC.  If the creature fails, they take necrotic damage equal to one roll of your hemocraft die. Additionally,  you can use your Blood Weapon feature (no action required) without having to take necrotic damage equal to a roll of your hemocraft die to form the weapon when you use this feature. You can use this feature a number of times equal to half your proficiency bonus (rounded down)


Improved Blood Weapon. You have a +1 bonus to attack rolls made with your Blood Weapons. This bonus increases to +2 at 11th level and to +3 at 18th level.

Bloody Daggers

Starting at 11th level, you learn how to quickly steal your foe's blood and focus it into one quick attack. As a bonus action, Choose one creature you can see within 30 feet of you to make a wisdom saving throw against your Hemocraft save DC. If the creature fails, you steal a portion of their blood and form it into three small daggers (4 at 14th level, 6 at 18th level). These bloody blades are a simple melee weapon with the finesse and thrown properties. They have a normal range of 60 feet and no long range, and on a hit, it deals necrotic damage equal to 1d6 plus the ability modifier you used for the attack roll. Whenever you make Bloody Daggers using this feature, you can immediately use your attack action to throw all three daggers. Or alternatively, you can hold onto the daggers, keeping their shape for 1 minute. Once you use this feature, you cannot use it again until you finish a short or long rest.

Brand of the Crimson Sear

Starting at 15th, you've learned to expose your foes to your Bloody Weapons through a crimson sear. You have advantage made with your bloody weapons against a creature branded by you. Additionally, whenever you successfully hit a creature branded by you with a weapon attack made with your bloody weapon, you regain hit points equal to one roll of your Hemocraft die

Blood Magic Mastery

You no longer take necrotic damage when using your Bloody Weapons feature.

Additionally, You also gain the Blood Curse of The Bloody Explosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.


Blood Curse of The Bloody Explosion

Prerequisite: 18h level, Order of Blood Magic

As an action, you choose up to 10 creatures you can see within 60 feet of you to make a wisdom saving throw. Each creature that fails takes 4d6 Necrotic damage or half as much on a success as you force their blood to pop and explode within their body. 

Amplify. Any creature that fails the save by 5 or more gains one level of exhaustion. If they fail the save by 10 or more they get two points of exhaustion

Comments

Posts Quoted:
Reply
Clear All Quotes