Base Class: Blood Hunter
Bloodhunters have long been lone wolves, but many still choose to find strength in packs. Over time, many have been able to hone their hemocraft to better befit a hunting pack. These Bloodhunters utilize negative effects to their strengths, and develop new ways to transfer health from targets on the battlefield to their own allies.
Rite of the Infirm
You learn the Rite of Infirm as part of your Crimson Rite feature. While the Rite of the Infirm is active, the extra damage dealt by your rite is the same as your weapon's damage type, although it would be considered magic. To activate this rite, you may accept a negative affect from one of your allies. This includes status effects and recurring damage like bleeding or burning from non-environmental hazards. This also would allow you to switch the focus of spells like [Tooltip Not Found] or Hunter's Mark to yourself. While active you gain the following bonuses:
- When you hit a creature or object with a weapon that has this rite active, you deal an additional {{scalevalue}} points of damage.
- You and your ally gain {{scalevalue}} points of Temporary HP while this rite is active.
- If your health drops to zero and you are not dealt over-damage equal to half your health pool, you are stabilized at 0 and the rite is dropped.
Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Hemocraft Modifier: Constitution
Your chosen Hemocraft Modifier is Constitution.
Transfusion
Order of the Embracer Bloodhunters may hone their hemocraft to share {{scalevalue}} points of health from their pool to an ally whom they can touch.
Last Second Defense
Upon reaching 7th level, you gain a limited Dimension Door, teleporting to a space between an allied creature and their attacker so long as they are within 50 feet of your starting location. You will now be subject to whatever attack was about to befall your ally. If your health is above half, you will take the full brunt of the attack, however if you are below half health you are able to make a Constitution Save against the attack roll to negate damage up to 3 rolls of your Hemocraft die. If you are below 15 health and use this ability, you may make a single attack against your ally's attacker.
If your ally is unconscious and you wish to teleport to their location, you may simply occupy the same space as them. In this way, they are unable to be attacked unless affected by an area of effect ability like Fireball.
If your ally and their attacker are adjacent to one another and you use this ability, the ally and attacker must make Strength Saves against each other. Whichever has the lower score will be shunted 5 feet opposite the direction of their attacker. If this space is occupied by a wall or other creature, they will be knocked prone in the nearest available open space. Ledges do not count as occupied spaces, so in the event that space would be off of a cliff or building, the allied creature may make a Dexterity Saving Throw to attempt to keep themselves from falling off the ledge.
Once you use this ability, you must perform a short or long rest before being able to use it again. Upon reaching level 15, you may use Last Second Defense twice per short or long rest.
Last Second Defense
Upon reaching 7th level, you gain a limited Dimension Door, teleporting to a space between an allied creature and their attacker so long as they are within 50 feet of your starting location. You will now be subject to whatever attack was about to befall your ally. If your health is above half, you will take the full brunt of the attack, however if you are below half health you are able to make a Constitution Save against the attack roll to negate damage up to 3 rolls of your Hemocraft die. If you are below 15 health and use this ability, you may make a single attack against your ally's attacker.
If your ally is unconscious and you wish to teleport to their location, you may simply occupy the same space as them. In this way, they are unable to be attacked unless affected by an area of effect ability like Fireball.
If your ally and their attacker are adjacent to one another and you use this ability, the ally and attacker must make Strength Saves against each other. Whichever has the lower score will be shunted 5 feet opposite the direction of their attacker. If this space is occupied by a wall or other creature, they will be knocked prone in the nearest available open space. Ledges do not count as occupied spaces, so in the event that space would be off of a cliff or building, the allied creature may make a Dexterity Saving Throw to attempt to keep themselves from falling off the ledge.
Once you use this ability, you must perform a short or long rest before being able to use it again. Upon reaching level 15, you may use Last Second Defense twice per short or long rest.
Last Second Defense
Upon reaching 7th level, you gain a limited Dimension Door, teleporting to a space between an allied creature and their attacker so long as they are within 50 feet of your starting location. You will now be subject to whatever attack was about to befall your ally. If your health is above half, you will take the full brunt of the attack, however if you are below half health you are able to make a Constitution Save against the attack roll to negate damage up to 3 rolls of your Hemocraft die. If you are below 15 health and use this ability, you may make a single attack against your ally's attacker.
If your ally is unconscious and you wish to teleport to their location, you may simply occupy the same space as them. In this way, they are unable to be attacked unless affected by an area of effect ability like Fireball.
If your ally and their attacker are adjacent to one another and you use this ability, the ally and attacker must make Strength Saves against each other. Whichever has the lower score will be shunted 5 feet opposite the direction of their attacker. If this space is occupied by a wall or other creature, they will be knocked prone in the nearest available open space. Ledges do not count as occupied spaces, so in the event that space would be off of a cliff or building, the allied creature may make a Dexterity Saving Throw to attempt to keep themselves from falling off the ledge.
Once you use this ability, you must perform a short or long rest before being able to use it again. Upon reaching level 15, you may use Last Second Defense twice per short or long rest.
Last Second Defense
Upon reaching 7th level, you gain a limited Dimension Door, teleporting to a space between an allied creature and their attacker so long as they are within 50 feet of your starting location. You will now be subject to whatever attack was about to befall your ally. If your health is above half, you will take the full brunt of the attack, however if you are below half health you are able to make a Constitution Save against the attack roll to negate damage up to 3 rolls of your Hemocraft die. If you are below 15 health and use this ability, you may make a single attack against your ally's attacker.
If your ally is unconscious and you wish to teleport to their location, you may simply occupy the same space as them. In this way, they are unable to be attacked unless affected by an area of effect ability like Fireball.
If your ally and their attacker are adjacent to one another and you use this ability, the ally and attacker must make Strength Saves against each other. Whichever has the lower score will be shunted 5 feet opposite the direction of their attacker. If this space is occupied by a wall or other creature, they will be knocked prone in the nearest available open space. Ledges do not count as occupied spaces, so in the event that space would be off of a cliff or building, the allied creature may make a Dexterity Saving Throw to attempt to keep themselves from falling off the ledge.
Once you use this ability, you must perform a short or long rest before being able to use it again. Upon reaching level 15, you may use Last Second Defense twice per short or long rest.
Impaired Empowerment I
You may take negative status effects (except for unconscious) from your allies. Each negative status effect provides {{scalevalue}} Temporary Hit Points to you.
Brand of the Beneficiary
Starting at 11th level, your Brand of Castigation utilizes some of the blood sapped from your enemies to generate Temporary Hit Points for any one ally within 10 feet of you, up to a maximum equal to your current level. Additionally, you may roll an additional hemocraft die to your existing rite when determining your damage to an enemy. A target which has become Branded will only be able to attack you on its next turn.
Impaired Empowerment II
You may take negative status effects from your allies. In addition to the benefits of Impaired Empowerment I you may now add {{scalevalue}} per negative status effect to your damage dealt with active rites.
Blood Curse of Transferal
At 15th level, you hone your hemocraft to transfer negative effects and generate positive ones. You gain the Blood Curse of Transferal for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Transferal
As a bonus action, choose an ally and one enemy creature you can see within 30 ft. The two are now connected. Any damage dealt to the enemy creature will be healed to your ally. Also, transfer any temporary negative status effects from the ally to the enemy.
Amplify. The targeted enemy creature immediately transfers 3d6 points of health to the targeted ally. The targeted enemy must succeed on a Constitution saving throw or be rendered unconscious until the end of your next turn.
Blood Curse of Transferal
As a bonus action, choose an ally and one enemy creature you can see within 30 ft. The two are now connected. Any damage dealt to the enemy creature will be healed to your ally. Also, transfer any temporary negative status effects from the ally to the enemy.
Amplify. The targeted enemy creature immediately transfers 3d6 points of health to the targeted ally. The targeted enemy must succeed on a Constitution saving throw or be rendered unconscious until the end of your next turn.
Blood Curse of Transferal
As a bonus action, choose an ally and one enemy creature you can see within 30 ft. The two are now connected. Any damage dealt to the enemy creature will be healed to your ally. Also, transfer any temporary negative status effects from the ally to the enemy.
Amplify. The targeted enemy creature immediately transfers 3d6 points of health to the targeted ally. The targeted enemy must succeed on a Constitution saving throw or be rendered unconscious until the end of your next turn.
Impaired Empowerment III
Add +1 to your AC for each negative status effect you take from an ally.
Rite Sacrifice
Upon reaching 18th level, you learn to expend the energy fed into your weapons in order to benefit you and your nearby allies. If you have one or more rites active, you can choose to drop them all, clearing any targets you designate within 50 feet of negative status effects, and providing a Hemocraft die worth of Temporary Hit Points per active rite.
Death Exchange
When an ally of yours is attempting a death save, you may make the save attempt in their stead. This will result in the ally stabilizing at 0 and you making the save. If you are above half health, do so normally. If you are below half health, do so with advantage. If you are below 10 hit points, a failed save (one that doesn't result in your death) will grant you a permanent increase of 10 hit points.
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