Base Class: Blood Hunter
Tales of past witches
An elven woman walks through the dark woods of vampire territory, her guard down as she calmly moves through the howling wind. She is quickly surrounded by vampiric pawns their attacks relentless. Still, she continues to walk, waving a hand in the air, forcing the blood pumping through the undead's body to push them to fight one another, leaving her unbothered.
An orc finds himself surrounded by his kin, a war chief and his underdogs weary of this man who proclaims himself a witch. The battle is sudden and unexpected, a furious axe flying towards the witch, who deflects with a sudden burst from his wrist, a blade made of his blood blocking the incoming attack, and a quick parry let the orcs know that the witch of his kin will not go down easy. With a smile and an offer to heal their wounds, both parties walk away alive, the witch happy to not have taken the lives of the weary orcs.
Order of the Bloodwitch
The Order of the Bloodwitch is an old union, older than some gods, and older than the first set of plate armor. Bloodwitches were the first batch of what would, later on, become the blood hunter, back when asking a witch for their assistance was common and the sight of their crimson outfit was a good omen.
A Bloodwitch does not seek to hunt or destroy, but instead to heal and care for the natural world around them. Technological progress is a natural process, and so they are not afraid of medicine and tools. Their abilities are magical in nature, focusing on using others' blood as well as their own to heal the wounded and using tools to create medicine on the spot for the ill. While the idea of becoming a blood witch sounds appealing, the process is anything but. To gain this control over this magic, one must allow their blood to slowly be pulled out of their body by magic, only to welcome it back in through the same process simultaneously. Few survive this process, but the ones that do find their blood to act as the wave of magic that once drained them, from then on gaining the ability to control their blood, and with practice that of others.
Battle was hardly the first thing that the first Blood witches cared for, but when it came knocking at their door, the witches answered in full force, using their own blood as weapons and even controlling their foe's bodies.
To be a bloodwitch means to aim to do as much good as others do harm. trying to bring the world to balance. Sadly, their work is now a legend known by few, their legacy carried on by the order of the ghostslayer and their sister orders.
Hellblade
When you reach 3rd level, you gain access to your Hellblade. When you attack you may create your Hellblade, leaving your hand free after attacking.
- Your Hellblade deals slashing or piercing damage (your choice) equal to twice your hemocraft die.
- your Hellblade is a one-handed weapon with the light property that counts as a magical weapon.
- Your weapon uses your hemocraft modifier plus your proficiency for attack rolls and your wisdom modifier for damage rolls.
- your Hellblade may benefit from your crimson rite as normal, lasting a number of hours equal to your proficiency bonus since your Hellblade is not a common weapon.
- finally, your Hellblade has a normal range of 20 and a long ranger of 60.
Focus
Starting at 3rd level, you gain control of your focus, the way a blood witch controls their blood magic. This blood magic affects any creature with blood in its body. For example, a vampire would be affected by blood magic, but a skeleton who has no blood would be unaffected despite both being vampires.
You gain a number of points equal to your level, these points are your focus points. You also learn to use abilities powered by your focus.
- Light attack: After using your action to attack with your Hellblade you can make an additional attack as a bonus action with your Hellblade at the cost of 1 focus point.
- Scarlet hijack: As a reaction and the cost of 2 focus points, when an enemy targets you or an ally within 60 feet of you, you can attempt to redirect the creature's attacks for its turn or reaction towards a creature of your choice. The creature targetted by your scarlet highjack must succeed on a constitution saving throw against your hemocraft save DC. If it succeeds Scarlet hijack has no effect on them This round, it also does not work if the creature lacks any blood in general.
- Witch's remedies: for 1 focus point as a bonus action you may roll a wisdom (medicine) roll to attempt to identify what ailment afflicts a creature. You must beat a dc equal to 8 plus creature dc or, if applicable, creature proficiency from the creature that caused the ailment. once you have identified the ailment you may use an action to cure it at the cost of a use of a herbalism kit or 5 gold worth of material with your alchemist tools.
You regain your Focus points after a long rest.
At 11th level, as you get a better hold of your focus you gain proficiency in wisdom saving throws. If you already do by this time, you may gain proficiency in a saving throw type you don't already have.
Advanced Hemokinesis
Your use of your blood magic furthers slightly but noticeably. When you reach 7th level you can regain Focus points and further empower your hellblade and your blood magic.
- You now regain all of your focus points on a short rest.
- You gain a bonus to your Hellblade attacks equal to half your proficiency modifier as a bonus action and at the cost of 1 focus point. Your roll your hemocraft die, this effect last for a number of hours equal to half your level in this class.
- When making a strength, dexterity or constitution saving throw, you can spend 2 focus points as a reaction to add a roll of your hemocraft die to the result of your saving throw.
Advanced Focus
At 11th level, you have learned new ways to use your focus.
- Blood washing: Your blood magic grows to offer comfort to your allies. As a bonus action, you can spend up to 5 focus points to heal as many creatures as the spent focus, these creatures must be within 30 ft and they each heal for 2 rolls of your hemocraft dice plus your hemocraft modifier. You take a roll of your hemocraft die of damage for every person healed by this. You cannot heal yourself with this ability.
- Blood puppet: At the cost of 5 focus points you attempt to take control over a creature's body as an action, as long as they have blood. You keep control over this creature for up to as long as you want, but you will take damage equal to a roll of the creature's hit die, and you hold concentration on this as if concentrating on a spell. Your concentration cannot be broken by the damage you take from this ability. There are 2 variants for this ability, magician blood puppet, and brawler blood puppet.
With magician, the creature must succeed on a wisdom save, if failed you are able to make them cast a spell during their turns as their action, also being able to move them for half of their movement during their turn.
With brawler, the creature must succeed on a constitution save if failed, during their turn, you force them to use one of their actions, a bonus action, and their full movement, but not any spells.
Once a creature succeeds on either saving throw, they cannot be affected by blood puppet for a number of hours equal to their level or cr. This ability is treated as a 6th-level spell when considering effects such as counterspell or dispel magic, but otherwise is a magical ability.
Wisdom saving throw proficiency
At 11th level, as you get a better hold of your focus you gain proficiency in wisdom saving throws. If you already do by this time you then may gain proficiency in a saving throw type you don't already have.
Brand of healing
Starting at 15th level, your brand of castigation not only harms your foes but heals you too. every time you hit a creature branded by you with your Hellblade, you again hp equal to a roll of your hemocraft die. Additionally, a creature that is branded by you can be stunned at the cost of 2 focus points when you hit it with your Hellblade. it must succeed on a constitution saving throw against your hemocraft save or be stunned until the end of your next turn.
Blood curse of Sheer heart attack
At level 18th, You have mastered your blood magic, becoming a master Blood Witch. You learn the greatest technique of life and death within the Blood witch's arsenal, the blood curse of Sheer heart attack.
As an action, you stop the heart of a living creature who has 100 hit points or less and is within 60 feet, and you transfuse their life essence onto a creature who has died within the last hour and is within 60 feet, granting them as many hit points as the original target had.
Amplify. You can bring back to life a creature who has died within the last week at the cost of some of your life essence. You will take half as much damage as your original target, giving the death creature a number of hp equal to the damage that you both took. You can only do this 3 times ever. If you use this amplified version of your curse more than 3 times you die within the hour, suffering a level of exhaustion every 10 minutes until you die. You cannot be healed during this window of time by any means, and you cannot be revived after, as you tire, until you die. The only thing that can bring you back, is the wish spell.
- When you die in this way one of the following things happens: If you were of good alignment, your body turns into a cloud, leaving all possessions behind and floating into the sky, causing it to rain for a number of days equal to [roll]1d6[/roll] days. The land that your cloud rains over has grand harvests for the next decade. Any good-aligned creature underneath this rain benefits from the effects of fate for 1 hour.
- If you were of neutral alignment Your body melts to the ground, your blood boiling and taking shape into your favorite weapon. this weapon deals [roll]2d10[/roll] damage of your favorite rite, and has a +3 to hit.
- If you were of evil alignment you turn into a vampire, your intelligence going down to 4. You attack any and all creatures in your sight, starting with the nearest creature with blood.
Previous Versions
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8/30/2022 11:06:06 AM
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9/1/2022 11:11:54 AM
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Coming Soon
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Posted Sep 1, 2022I tried to give special thanks to Steven for helping me balance and word this properly, but I seem to have written that as a snippet... nonetheless, 3 times is too many times so this is the final version for now.
Thanks a lot Steven!