Base Class: Blood Hunter
The Order of the Sanguine Arts allows the sickness of life flow through you ever more powerfully then most other's.
Blood Blight
At Third level you gain an amount of charges equal to your proficiency bonus, and these charges can be spent on several activities stated below, as you get stronger you gain more ability’s to spend these on! When you kill a creature you regain regain one charge, as your body absorbs the power of there blood. They also recharge on a long rest.
Bloody Storm You may spend two charges to create a life siphoning storm around you, forming a 10 foot radius centered on yourself, you are immune to these following affects. The aura counts as difficult terrain, and any creature that starts its turn there takes your hemocraft die of damage, this storm lasts 5 rounds, extending a round for each creature that dies inside of it.
Bloody Judgement as a bonus action, you may summon a weapon within 10 feet of you and attack with it once as part of the bonus action, doing so deals a hemocraft die of damage. This increases to two die at 11th level. It has a range of 30 feet, increasing to 60 at 11th level.
Blood Infusion You may as a bonus action, after killing a target expend a blood charge and gain a movement speed bonus till the end of your next turn equal to a roll of your hemocraft die x 5
Dark Blood
At 7th level, You gain resistance to poison damage and necrotic damage, in addition all of your blood blight abilities that do damage increases by your hemocraft modifier
Blood Form
at 11th level, after killing a creature, you can embrace the darkness inside you, as an action and spending 4 charges, you transform, gaining the following abilities.
- Your walking speed increases by 10 feet
- when you hit something within 5 feet of you, you do an additional 1d8 necrotic damage
- you can use any of your blood blight abilities without expending charges, and any dice that would be rolled because of it count as the maximum possible dice possible.
This transformation lasts for 1+half your hemocraft modifier of rounds, killing a creature refreshes the duration, after the transformation ends you take 4 x your hemocraft die of damage, reducing your maximum Hp by that amount till you take a short or long rest. And you fall unconscious for two rounds, unless someone spends an action waking you up before that
Full Amalgamation
at 15th level, You gain the Blood curse of the Corrupted Soul described below
Blood Curse of the Corrupted
as a bonus action, you can target a creature within 30 feet of you, forcing them to make a Wisdom saving throw, on a fail they take 4d6 necrotic damage, and they become corrupted. While corrupted, the target takes a hemocraft die of damage at the end of each of their turns, they can make a saving throw at the end of their turn to end the corrupted condition. **Amplify** While the Target is Corrupted you also gain advantage on attack rolls against it, and it takes the hemocraft die plus your hemocraft modifier of damage rather then just a hemocraft die.
Master of the Blight
at 18th level you become a master of blood, all of your abilities cost 1 less, to a minimum of one, in addition all abilities that do damage double the amount of dice hemocraft die of damage rather then one.
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