Blood Hunter
Base Class: Blood Hunter

The Bloodkin are an ancient demon bloodline kept alive by hemomancy and ancient rites, resurrection, or the survival of Halfkin children.

Bloodkin Awareness

When you choose this archetype at 3rd level, you gain the alertness of a Bloodkin Warrior. You have advantage on wisdom(perception)checks that rely on hearing or sight.

Armor of the Bloodkin

At 3rd level, you learn to control the demonic blood that courses through your veins. As a bonus action, you transform into a special armored form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal self if you fall unconscious or die.

 

Armor of the Bloodkin features

While you are armored, gain these benefits and drawbacks:

Demonic Acceleration

While you are armored, you can attack with your off hand weapon after you take the attack action (Only if the weapon has the light properties) but can no longer attack as a bonus action with your off hand weapon/thrown weapon. You have a +1 to melee damage rolls. This bonus increases to +2 at 11th level and +3 at 18th level.

 

Bloodkin Resilience

While you are armored, you have resistance to bludgeoning, piercing, and slashing damage from non magical attacks and heal yourself with your Crimson Rite damage rounded up. Attacks heal an extra 1+PB at 11th level. Additionally, while you are not wearing heavy armor get +1 bonus to AC. If you are dual wielding, this bonus becomes +2.

 

Hateful Presence

Each creature that starts its turn within 30ft of you while you're armored must make a wisdom save DC 12+PB+wis/int or be taunted and use their movement to get towards you and attack you. The creature can make the save again at the start of their turn if taunted.

 

Bloodkin Precision

You can apply up to 2 crimson rites per bonus action at the price of one. One crimson rite on your main weapon, and another on a different weapon. Your non-main hand weapon crimson rite does half damage rounded down. Non-main hand Crimson Rite damage becomes full damage at 11th level. 

 

Blood Price

While armored, you take damage equal to your hemocraft dice at the start of each turn and when you activate the armor. If you start your turn at or under half hp, you must succeed on a DC 10+wis/int constitution save or take damage equal to 2x your hemocraft dice at the start of each turn. If you are concentrating on a spell or are under an effect that prevents you from concentrating, you automatically fail this saving throw. 

You can attempt the save at the start of your turn to take just 1x hemocraft die of damage. Cannot incapacitate you, will drop armor at 1 hp and can't bring you below 1 hp from armor self damage.

 

Demonic Release

At 7th level, your speed increases by 10ft, and you add 1+PB to your initiative. Your Armor of the Bloodkin also gains the following benefit:

 

Improved Bloodkin Precision

You have a +1 bonus to attack rolls with weapon attacks. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your weapons while in your Armored form, your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Demonic Adaptation

At 11th level, you've learned to handle some of the strength of the Bloodkin.

 

Tenacity of a Demon

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Armor form, you gain these hit points before you must make the saving throw for your Blood Price.

Brand of the Demon

Starting at 15th level, you have advantage on the saving throw for your Blood Price while in Armored form. Additionally, your Brand of Castigation can now bind a foe to your demonic bloodlust. While in your Armored form, your crimson rites deal an extra hemocraft die of damage.

Bloodkin Mastery

At level 18, you've mastered the power within your blood. You don't take 2x hemocraft die of damage when under half hp. You also gain Blood Curse of the Bloodkin.

 

Blood curse of the Bloodkin - You channel all the demonic power within you into defeating the enemies standing before you. All enemies within 30 ft of you have to make a con save. If failed, you gain advantage on attack roles against that creature and your Crimson Rite deal max damage. Critical hits double the Crimson Rite damage.

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