Base Class: Blood Hunter
While most Blood Hunters sacrifice vitality to empower their own weapons, the descendants of the ancient royals call upon the armaments of their ancestors. Blood Hunters of the Order of the Old Line have had royal weapons and armour passed down from generation to generation in their bloodline, which they use to effectively deal with foes.
Royal Arms
When you join this order at 3rd level, you learn how to summon the weapons of your bloodline. As a bonus action, you can summon the weapon from a holder of the ancient royal blood who came before you. You take damage as though you were invoking your crimson rite, and you summon a melee weapon you are proficient with that lacks the ranged or thrown properties. This weapon is automatically enhanced with one of your crimson rites which you choose when you summon it, and has the finesse property. The royal arm lasts for 10 minutes, until you are incapacitated, until you are no longer holding it, or until you end this feature early as a bonus action. The royal arm has a +1 to attack and damage rolls and counts as magical for the purposes of overcoming resistances. The bonus to attack and damage rolls increases to +2 at 9th level, and +3 at 15th level. You can only have one royal arm summoned at a time. Attempting to summon a new one will cause your current royal arm to disappear.
Ancestral Arsenal
At 7th level, you gain the ability to enhance your royal arms in some way. While you are not holding your royal arm, it now lasts 1 minute before disappearing, and you can magically summon the weapon back to your hand as a bonus action. In addition, you can now summon weapons you are proficient with that have the ranged and thrown properties. Any weapons with the ammunition property you summon magically produce the required ammunition. Any weapons with the loading property you summon ignore the property.
When you summon your royal arm, you can choose to add one of the following bonuses to it:
- Fine. Your royal arm gains the light property. This bonus has no effect on weapons with the heavy or two-handed properties.
- Sharp. Your royal arm's base damage die goes up by one (Ex: 1d4->1d6, 1d6->1d8, 1d8->1d10, 1d10->1d12). This bonus has no effect on weapons that already deal 1d12 or 2d6 damage.
- Potent . Your royal arm's base damage type is replaced by your crimson rite's damage type, and you gain a bonus to damage rolls equal to half your proficiency bonus (rounded up).
- Long. Your royal arm gains a 5 foot bonus its attack range if it is a melee weapon, 15 foot bonus to its normal and long range if it is being thrown, or 30 foot bonus to its normal and long range if it is a ranged weapon.
- Sturdy. You gain a +1 bonus to you armour class while you are holding your royal arm.
As a bonus action, you can transform your royal arm into another weapon you are proficient with, but the weapon retains the same bonus and crimson rite that you chose for the previous weapon. No other creatures are able to wield your royal arms.
At 11th level you now choose up to two bonuses for your royal arm instead of one. You cannot choose the same bonus twice. In addition, you can now have up to two royal arms at a time. When you summon the second weapon, you can choose which crimson rite to invoke as normal, but you do not get a bonus for this weapon unless you choose to transfer one or both of the bonuses from your first weapon to it. You can also choose to copy one of the bonuses from the first weapon to the second weapon and get rid of the other bonus on the first weapon (Ex: if the first weapon has the Fine and Sturdy bonuses, you can get rid of the Sturdy bonus to give the second weapon the Fine bonus, so that now both weapons have the Fine bonus).
King's Regalia
At 11th level, you can now use your blood to summon a royal suit of armour around you. As a bonus action, you take damage as though you were invoking a crimson rite, and your blood coagulates into a physical set of armour around you. Immediately after you use this feature and at the start of each of your turns, you can roll your hemocraft die and gain temporary hit points equal to the roll. The armour lasts for 1 minute, until you are incapacitated, or until you end this feature early as a bonus action. The temporary hit points gained from this feature are removed when the armour disappears.
In addition, whenever you are hit by an attack while your king's regalia is summoned, you can use a reaction to gain resistance on one of the types of damage dealt by the attack of your choosing, starting on your next turn. You retain this resistance until your king's regalia disappears, or until you use this reaction against a different kind of damage.
Sacrificial Summoning
Your connection to your bloodline strengthens further, allowing you to extract the blood of others and turn it into that of your own. You gain the Blood Curse of Transfusion for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Transfusion
As a bonus action, you can choose one creature you can see within 30 feet of you and forcefully draw the blood out of their body, using it for your own purposes. The creature takes necrotic damage equal to the maximum roll of your hemocraft die, and you summon a royal arm without taking the normal damage. This royal arm ignores any resistances of the creature you used the blood of, which applies to all creatures who have the same resistance types. This royal arm lasts until you are incapacitated, the target of this blood curse dies, you end your turn more than 60 feet away from them, or you dismiss it as a bonus action.
Amplify. The target must make a Constitution saving throw, or your royal arm summoned using this blood curse ignores both the resistances and immunities of the creature, as well as all creatures with similar resistances and immunities. In addition, regardless if the creature fails the saving throw, you summon a magical royal arm of your choice that floats around you in your space, obeying your commands. This magical royal arm does not count towards your maximum royal arms that can be summoned at a time, and does not have any bonuses. You can use a bonus action to issue a command to the weapon to attack a creature that is within the weapon's range, otherwise it does nothing. This weapon takes it's turn immediately after yours, and can attack once, and uses modifiers as though you were attacking with it. This magical royal arm lasts for 1 minute or until you are incapacitated.
Unbroken Line
At 18th level, you have fully embraced the full power of your ancestry, and have become a true holder of the ancient royal blood. Your royal arms and king's regalia now last until your next rest when summoned, and whenever you deal damage to a creature using a royal arm, you heal for an amount equal to half the damage dealt from your crimson rite (rounded up).
In addition, while your king's regalia is summoned, you can reduce the blow of lethal attacks against you, and even heal from them. When a creature hits you with an attack and deals damage that would reduce you to 0 hit points or under, you can use a reaction to roll your hemocraft die a number of times equal to your Constitution modifier, and reduce the damage you take by that amount. If the damage is reduced to 0, you heal for the rolled value remaining, if any. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature every long rest.
Previous Versions
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