Blood Hunter
Base Class: Blood Hunter

This order of blood hunters have learned how to not only weaponize the blood of others, but their own as well. Allowing them to summon weapons and armor of their own blood. Giving them access to an expanded amount of tactics.

Born of Blood

At level 3 As a Hemomancer you have learned how to twist and contort your blood to suit whatever needs a situation requires, crafting tools and weapons out of your blood in order to make sure a target never gets away

As an action you can manifest a weapon or tool you are proficient with in your hands. The weapon is a +1 magical weapon, if you create a weapon with the heavy tag you take 1d6 necrotic damage to summon the weapon.

If you create a weapon that requires ammo your blood will function as the ammo, following the rules for reloading. 

If you wish to create projectile weapons (darts or otherwise) you take 1d6 for every 10 projectiles you create. (Debating on allowing to be +1 darts or just magical for sense of overcoming resistances)

Tools created using this feature allow you to add your hemomancer modifier on top of any other bonuses the tools provide, you can create tools in this manner equal to your proficiency modifier without cost but for each creation afterwards you will take 1d4 necrotic damage until you take a short rest

Starting at 7th level you no longer take damage when creating heavy weapons or projectiles and additionally the weapons created using this feature are upgraded to +2.

 

Bloodied shield

at 3rd level You have learned how to bolster your armor with your blood, anything to keep your heart beating on the battlefield during a hunt. After a long rest you may line the clothes or armor you are wearing with a thin layer of your blood, bolstering its defensive properties. Until your next long rest your max health is reduced by 1d8 and you gain a +1 bonus to your AC and when you are targeted by an attack you can use your reaction in order to reduce the damage you would have taken by 1d12 + your hemocraft modifier.

at 7th level you have learned how to craft armor from your blood, at the end of a long rest you may craft heavy armor using your hemomancy. Only you may wear the armor you create this way and if the armor would impose disadvantage on stealth checks it no longer does. However, creating heavy armor causes your max HP to be reduced by 2d12 until your next long rest. This created armor does not benefit from the AC bonus given to lined armor but does allow you to use your reaction to reduce damage by 2d8 + HM instead of 1d12.  The the hp reduction from this ability cannot be circumnavigated in anyway.

 

Blood Charms

At 7th level; After a long rest you can create any number of blood charms equal to your proficiency modifier. These charms when in the possession of an ally will trigger upon being successfully hit by an attack or spell. The charm will break and reduce the damage of the attack by one roll of your hemoecraft die. Only one Charm may trigger for single source of damage on a single creature.

At Level 14: beginning at level 14 you add your hemocraft modifier (min. 1) to the damage reduction 

Brand of Blood

at11th level Your brand of castigation allows your blood to spread from your created weapons and infect the target, helping your attacks find their mark against your enemies. After marking a target with your brand of castigation, the cursed creature has disadvantage on attack throws other than you. Additionally, if you were to roll a 1 or a 2 for damage on a target under the effects of brand of blood you may reroll those dice once.

 

Blood Curse of Creation”

at 15th level After creating weapons out of your blood for so long, you have learned how to weaponize the blood of your opponents. You gain the “blood curse of creation” for your blood maledict feature, this curse does not count towards your number of curses known.

As a bonus action you can curse a creature you can see within 30 feet of you to make a constitution saving throw, on a failed save for the next one minutes at the start of the creature’s turn it takes 1d6 magical piercing damage and if the creature willingly moves 5 feet or more on its turn it takes another 1d4 magical piercing damage for every 5 feet it moves.

amplify the cursed creature instead takes 1d4 for every five feet willingly moved + your hemocraft modifier.

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Hypercoagulation

At 18 level your Blood has begun to seal your wounds faster than normal. Your Bloodied Shield ability begins to reduce more damage than before. The dice rolled for the ability is doubled. While wearing medium or lower armor you roll 2D12 + hemocraft modifier (min. 1) and for heavy armor you roll 4d8 + Hemocraft modifier (min. 1).

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