Base Class: Blood Hunter
A blood hunter who uses their blood to protect others
Fleshrender
When you choose this subclass at 3rd level, you gain access to the Rite of Hunger, giving your rite force damage. When you deal damage with your Rite of Hunger, you heal for the damage dealt by the rite. As your rite courses through your opponent, it can reveal to you things about it's nature. As a bonus action when you take the attack action and successfully hit, you gain knowledge about either it's damage resistances/Immunities, Condition immunities or damage vulnerability.
Equal Exchange
Also at 3rd level, as an action, you can roll your hemocraft die and take damage to regain a use of your Blood Maledict feature. Also, when you amplify a blood curse, you can double it's range.
Blood Ward
At 7th level, as a bonus action, you create a ward around a creature for rolling any amount of hemocraft dice up to your proficiency modifier and taking the damage, then forming a red, translucent ward around the creature for the damage taken + proficiency bonus. All damage the creature takes affect the ward first, then transferring all left over damage to the target when the ward dissipates. You can have up to 2 wards at any time, and 3 at level 15. The ward lasts 1 hour
Transmutation Brand
When you reach 11th level, when a creature is inflicted with you Brand of Castigation, roll a d4 and on their turn they suffer the effect determined by the number rolled. At the end of the creatures turn, they can make a Constitution saving throw and end the extra effect of the brand on a success, reverting to the normal Brand of Castigation. For the duration of the brand, when you successfully hit the creature with an attack, you can roll a hemocraft die and take the damage to cause the creature to make another saving throw, reigniting the extra effect on a failure.
1: Brand of Dead Senses; The creature loses all of its senses. Being unable to feel, smell, see, causing the creature to become blinded and feel no pain
2: Brand of Stasis; The creatures movement is halved. It can take an action or bonus action, not both. If the creature can attack multiple times, it can only make one. If the creature casts a spell, it does not complete casting until the beginning of its next turn.
3: Brand of Confusion; When the creature makes an attack role, if the role is 9 or lower, it hits itself and takes half the damage of its attack. If the creature creates an effect that causes a saving throw, the targets have advantage on the roll.
4:Brand of Annoyance; When the branded creature deals damage to you and your allies, they teleport to a location of their choosing within 20 feet of their original location.
Philosopher Stone
Also at 15th level, you can carve a circular focus from a recently deceased creature (the creature has to have died within the last hour) and break their body down into a singular, crimson stone that holds great power. This stone can be given to allies, and creatures that hold this stone can be used in one of two ways:
1: Can be used as a focus for your spells. When used in this way, you can cast a spell up to 7th level without expending a spell slot, or an amount of spells up to 7th level, after which the stone shatters
2: The creature can use an action to break it in their hand, gaining 1d10+ Constitution hit point at the start of every turn for the next minute.
Once you create this stone, you can't do so again until you finish a long rest, upon which unused stones shatter.
Unending Bloodstream
At 18th level, you gain immunity to poison and necrotic damage.
When you take damage and negative effects from blood hunter abilities, you roll the normal d10 for it's damage. But outgoing damage and positive effects are increased to a d12.
Your blood counteracts abilities that would have your body become unrevivable (such as disintegrate or finger of death)
Previous Versions
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