Blood Hunter
Base Class: Blood Hunter

Cursed Blood Canister

Also at 3rd level, you gain access to a special canister. This canister is magical, and every time you kill a monster that has blood, it fills up by one pint, to a maximum of 10. You can use this canister for many different features, as shown in the end of this description. You gain 2 options at 3rd level, and you gain another choice at 7th, 11th, 15th, and 18th level, all costing various pints of blood. The amount of blood it can hold, as well as the amount harvested from monsters increases every five levels, to level 17. You gain five pints of storage every five levels, and monsters give you half your CON modifier more pints (round up). Your body can only handle limited pints before it starts breaking down. At 3rd level your body can handle up to 3 pints. Any more than that and your maximum HP goes down by 1d10 for every pint past 3 ingested. This reduce can only be ended by the spell Restoration, or anything similar but better. If you reduce your HP down to 0, it is instead lowered down to one. Your tolerance increases by 4 every four levels. You can only drink a limited amount per round, up to 2 liters on a bonus action, and up to 4 on a regular action. To drink more, it requires concentration, the same kind as if you cast a spell, for the rest of the round. The saving throw equals 20, - your CON mod and half your Prof. Bonus.

Blood Amp

 

Costs 1 pint: You gain advantage on your next attack roll, and it always does at least half the weapons damage. Amplify: For every one more liter drank, you can make an additional attack with it.

 

Blood Curse

 

Costs 1 pint: You can cast a blood curse without a Blood Maledict slot open. You can drink one additional liter to ignore the Hemocraft die, but you cannot amplify it in this way.

 

Blood Spear

 

Costs 2 pints: You conjure up a bloody visage of a spear. This spear is meant to be thrown at an enemy, Range: 120 FT 1d6 Acid damage Always Hits. The spear seems to have a mind of it's own, and can fly out up to 120 feet and make a ranged attack against the enemy. After that the spear explodes into a bloody mess, and anyone within five feet of it must make a DC 13 Con saving throw, or else take 1d4 poison damage at the start of each of it's turns. They can repeat the saving throw on subsequent turns, ending the condition on success. You cannot amplify this.

 

Blood Tentacles

 

Costs 3 pints: You sprout 8 tentacles from your back, and each of them behave independently. You can take an action with each of them, and if you have enough weapons, they can each wield one. On an unarmed hit they do 1d4 + your strength mod as damage. Roll a hemocraft die. You take that amount of damage, and that's how long the tentacles last. 

 

Blood-Lust

 

Costs 3 pints: You enter a bloodthirsty rage that lasts for 3 rounds. You do not gain pints of blood when you kill enemies in this state, but 

  • Your Hp doubles for the duration of the rage
  • You have advantage on attack rolls against monsters of the same kind as the last one you got hit by
  • Your AC drops by 5 because you throw all caution aside. Also, ranged attacks against you have advantage on their damage roll
  • If you roll less than half damage for a melee damage roll, you can choose to reroll it. You must use the new roll

The rage ends prematurely when all enemies around you are dead, or you die or get knocked unconscious. You can consume more pints of blood than normal, and doing this increases the rounds this lasts by 3 for every 3 more pints consumed. You cannot use curses while in this rage, and you can cast spells that require no concentration, require an attack roll, and have a range of at most 30 feet.

 

Bloody Smite

 

Costs 2 pints: This behaves almost exactly like divine smite, only with necrotic damage instead. Amplify: This does 1d8 more damage for every liter pass 2.

 

Blood-Forged

You may make use the blood from your canister to make things. The amount of blood it takes is equal to the pounds of what you are trying to make. For instance, to make a Greatsword, you'd have to use 6 liters of blood. The items you make are fragile, and will break after 10 uses. The damage type (if its a weapon) is also changed to Poison. To make one Blood Item, you must spend one minute inside of a special circle creating it, and the circle takes one action to draw. For any items that weigh less than a pound, it only takes one action to create them, and they break after one use. 

Specialist

You can choose between generic items, armor, or weapons, to specialize in. The time it takes to make items of that type is halved, and the durability is tripled. As a side note, you are not able to create armor without this.

Armor Master

 

You learn how to forge metal armor out of blood, and reinforce leather armor. The armor you forge has the same AC as it's counterpart. Its durability is equal to 15+ its AC. Once you go below the 15 initial points, the armor starts to lose it's AC, one every time a monster hits you, until it gets to zero, and breaks. Reinforcing leather increases the weight and AC of it by one for every liter spent. Once the leather surpasses 15 pounds, it is considered Heavy armor. It takes 1 minute to reinforce leather, and 10 minutes making regular armor.

 

Generic Items

 

You can make generic items at half the time with triple durability.

 

Weapons

 

The time is takes to create a weapon is halved, and the durability is tripled.

 

Brand of Instant Creation

You can instantly create weapons from a branded monster. It does damage equal to your hemocraft die. You also gain access to a new curse, the curse of blood absorption. This blood curse gives you half of the damage you do as health, and you can only use it by using 2 liters of your canister. Amplify: There is none. Also, you can now use Brand of Castigation 3 times before a long rest.

Improved Craftsmanship

Based on the choice you made for 7th level, it gains yet another boost. You can make items of that type in single round, with 20 durability, you could spend 30 seconds on it and get 50 durability, or you could spend one minute on it with 100 durability. Also, for weapons, the damage you deal when spending a full minute is double the normal amount.

Over-Clock

At 18th level you are so used to using the Cursed blood you suffer no ill side effects from overdosing. Also, when a situation seems dire, you can use a bonus action or a reaction to chug the entirety of the canister, and unleash an attack so strong even the gods are scared of it. You exert all your energy outwards, dealing 2d8 damage for every liter of blood contained. When you do this you gain 5 levels of exhaustion, and must take 3 long rests before doing it again. You may also deal 40d8 damage by using your own blood. This instantly destroys your body, and you can only be brought back with the Wish spell. 

 

Cursed Blood Canister

Also at 3rd level, you gain access to a special canister. This canister is magical, and every time you kill a monster that has blood, it fills up by one pint, to a maximum of 10. You can use this canister for many different features, as shown in the end of this description. You gain 2 options at 3rd level, and you gain another choice at 7th, 11th, 15th, and 18th level, all costing various pints of blood. The amount of blood it can hold, as well as the amount harvested from monsters increases every five levels, to level 17. You gain five pints of storage every five levels, and monsters give you half your CON modifier more pints (round up). Your body can only handle limited pints before it starts breaking down. At 3rd level your body can handle up to 3 pints. Any more than that and your maximum HP goes down by 1d10 for every pint past 3 ingested. This reduce can only be ended by the spell Restoration, or anything similar but better. If you reduce your HP down to 0, it is instead lowered down to one. Your tolerance increases by 4 every four levels. You can only drink a limited amount per round, up to 2 liters on a bonus action, and up to 4 on a regular action. To drink more, it requires concentration, the same kind as if you cast a spell, for the rest of the round. The saving throw equals 20, - your CON mod and half your Prof. Bonus.

Blood Amp

Costs 1 liter: You gain advantage on your next attack roll, and it always does at least half the weapons damage. Amplify: For every one more liter drank, you can make an additional attack with it.

Blood Curse

Costs 1 liter: You can cast a blood curse without a Blood Maledict slot open. You can drink one additional liter to ignore the Hemocraft die, but you cannot amplify it in this way.

Blood Spear

Costs 2 liters: You conjure up a bloody visage of a spear. This spear is meant to be thrown at an enemy, Range: 120 FT 1d6 Acid damage Always Hits. The spear seems to have a mind of it's own, and can fly out up to 120 feet and make a ranged attack against the enemy. After that the spear explodes into a bloody mess, and anyone within five feet of it must make a DC 13 Con saving throw, or else take 1d4 poison damage at the start of each of it's turns. They can repeat the saving throw on subsequent turns, ending the condition on success. You cannot amplify this.

Blood Tentacles

Costs 3 liters: You sprout 8 tentacles from your back, and each of them behave independently. You can take an action with each of them, and if you have enough weapons, they can each wield one. On an unarmed hit they do 1d4 + your strength mod as damage. Roll a hemocraft die. You take that amount of damage, and that's how long the tentacles last. 

Blood-Lust

Costs 3 pints: You enter a bloodthirsty rage that lasts for 3 rounds. You do not gain pints of blood when you kill enemies in this state, but 

  • Your Hp doubles for the duration of the rage
  • You have advantage on attack rolls against monsters of the same kind as the last one you got hit by
  • Your AC drops by 5 because you throw all caution aside. Also, ranged attacks against you have advantage on their damage roll
  • If you roll less than half damage for a melee damage roll, you can choose to reroll it. You must use the new roll

The rage ends prematurely when all enemies around you are dead, or you die or get knocked unconscious. You can consume more pints of blood than normal, and doing this increases the rounds this lasts by 3 for every 3 more pints consumed. You cannot use curses while in this rage, and you can cast spells that require no concentration, require an attack roll, and have a range of at most 30 feet.

Bloody Smite

Costs 2 liters: This behaves almost exactly like divine smite, only with necrotic damage instead. Amplify: This does 1d8 more damage for every liter pass 2.

Blood-Forged

You may make use the blood from your canister to make things. The amount of blood it takes is equal to the pounds of what you are trying to make. For instance, to make a Greatsword, you'd have to use 6 liters of blood. The items you make are fragile, and will break after 10 uses. The damage type (if its a weapon) is also changed to Poison. To make one Blood Item, you must spend one minute inside of a special circle creating it, and the circle takes one action to draw. For any items that weigh less than a pound, it only takes one action to create them, and they break after one use. 

Specialist

You can choose between generic items, armor, or weapons, to specialize in. The time it takes to make items of that type is halved, and the durability is tripled. As a side note, you are not able to create armor without this.

Armor Master

You learn how to forge metal armor out of blood, and reinforce leather armor. The armor you forge has the same AC as it's counterpart. Its durability is equal to 15+ its AC. Once you go below the 15 initial points, the armor starts to lose it's AC, one every time a monster hits you, until it gets to zero, and breaks. Reinforcing leather increases the weight and AC of it by one for every liter spent. Once the leather surpasses 15 pounds, it is considered Heavy armor. It takes 1 minute to reinforce leather, and 10 minutes making regular armor.

Generic Items

You can make generic items at half the time with triple durability.

Weapons

The time is takes to create a weapon is halved, and the durability is tripled.

Brand of Instant Creation

You can instantly create weapons from a branded monster. It does damage equal to your hemocraft die. You also gain access to a new curse, the curse of blood absorption. This blood curse gives you half of the damage you do as health, and you can only use it by using 2 liters of your canister. Amplify: There is none. Also, you can now use Brand of Castigation 3 times before a long rest.

Improved Craftsmanship

Based on the choice you made for 7th level, it gains yet another boost. You can make items of that type in single round, with 20 durability, you could spend 30 seconds on it and get 50 durability, or you could spend one minute on it with 100 durability. Also, for weapons, the damage you deal when spending a full minute is double the normal amount.

Over-Clock

At 18th level you are so used to using the Cursed blood you suffer no ill side effects from overdosing. Also, when a situation seems dire, you can use a bonus action or a reaction to chug the entirety of the canister, and unleash an attack so strong even the gods are scared of it. You exert all your energy outwards, dealing 2d8 damage for every liter of blood contained. When you do this you gain 5 levels of exhaustion, and must take 3 long rests before doing it again. You may also deal 40d8 damage by using your own blood. This instantly destroys your body, and you can only be brought back with the Wish spell. 

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