Base Class: Blood Hunter
Pledgers to this Order seek to taint and tinge their very crimson essence in order to augment their resilience, constitution and reflexes. They are hunters of blood who forge and bond with umbral weapons in a symbiotic manner that grants the user many benefits, at the expense of the purity of their own ichor.
"We are born of the blood, made men by the blood, undone by the blood. Our eyes have yet to open... Fear the Old Blood." - A Tenet of the Order
Trick-Weapons
Starting at 3rd level, you've learned to create the signature tools of your order, trick-weapons. Whenever you finish a long rest you may spend 1 hour carrying out a ritual to combine two weapons together. Holding this weapon for the first time after the ritual causes a shadowy spike to extrude from the handle or hilt impaling your palm and drinking in your blood. You take necrotic damage equal to a roll of your hemocraft die which cannot be reduced in any way. This seals your bond with your trick-weapon, and only you can gain from its benefits:
- You may use a bonus action to switch between weapon forms.
- Once per round, you may use the momentum of your swings and switch between the weapon forms as a part of an attack.
- Hitting a target while changing weapon forms creates a momentary opening that allows you to immediately move 10ft in any direction without provoking attacks of opportunity.
These benefits last until you create another trick-weapon. Starting at 7th level, you may have an additional trick-weapon.
Blood Ministration
Also at 3rd level, you gain proficiency in using alchemist's supplies. You also have gained knowledge in the art of blood transfusion and blood letting in order to cure disease and heal wounds. Once per day you may extract the blood from your own body and treat it in an intricate refining process lasting 1 hour to create a number of blood vials equal to your Constitution modifier (minimum 1). Only you know how to the administer blood vials and may use a bonus action to administer one to yourself or an action to administer one to another creature to regain a number of Hit Points equal to your hemocraft die and cure a single non-magical disease.
After 24 hours, the blood vials lose their potency and become unusable.
Heightened Reflexes
Upon reaching 7th level, you gain mastery in the flow of adrenaline your body receives, causing your reflexes to quicken enough to deflect the attacks of creatures large or smaller. When hit with an attack, you may use your reaction to roll a hemocraft die and add the result to your AC.
Should the attack miss, you can make a trick-weapon attack at the attacking creature as a part of the same reaction. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Rite of Dusk
Starting at 11th level, you replace the Rite of the Dead with the Rite of Dusk as part of your Crimson Rite feature. The umbral powers in your trick-weapon grow and you learn to restore vitality from the injuries you reap. When you activate the Rite of Dusk, the extra damage dealt by your rite is necrotic damage. This rite lasts for 1-minute and cannot be used again until after a short rest.
Additionally, while that rite is active on your trick-weapon, you gain the following benefits:
- You have resistance to necrotic damage.
- Once per turn, when you hit a creature with a trick-weapon for which the Rite of Dusk is active, you roll an additional hemocraft die and regain a number of Hit Points in accordance with the roll.
Echoes of Bloodtinge
At 15th level, your prolonged bond with your trick-weapons have tainted your blood with particles of its dark metals. While holding your trick-weapon, you gain the following features:
Quicksilver. As a reaction to being attacked, you can use this feature to move 5 feet and cause that attack to automatically miss if you are no longer within reach, this movement does not provoke opportunity attacks. Doing so puts a great strain on your system and you are automatically exhibited to the effects of Bone Marrow Ash.
Bone Marrow Ash: The tainted blood in your system causes your marrows to ignite from within, as a bonus action you take fire damage equal to a roll of your hemocraft die. This ash subsequently flows out of your system and coats your trick-weapon. While under this effect, you can make a ranged attack with your weapon, releasing the burning ash at a creature you can see within 60ft, dealing 1d12 fire and 1d12 piercing damage and must make a constitution saving throw against your hemocraft DC or be blinded for 1 round. This removes the ash from your trick-weapon.
Enduring of the Afflicted
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your trick-weapons. If you have one or more crimson rites active and you are reduced to 0 hit points or die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Comments