Blood Hunter
Base Class: Blood Hunter

Hemocraft is a painful and often incredibly dangerous mode of combat, and those that would consider themselves part of the Order of the Hemomancer have embraced this pain to help protect others from the horrors around them even more effectively. These select few have learned to inflict hemorrhaging on themselves to become both the sword and shield of the night, becoming more proficient in the art of war the more damage they have sustained. 

This subclass makes use of the Verum Rules Bleed damage and Bleeding Condition outlined below:

Bleed Damage

    • Bleed damage is its own damage type. It's generally extra damage applied to a weapon attack by another effect or ability, but it can be inflicted in other ways.
    • Bleed damage taken that is not from the bleeding condition stacks with itself.
        For example, if a creature takes 1 bleed damage from an attack then 2 bleed damage from another attack after it would then stack together to a total of 3 bleed damage. This total of 3 is what is counted for the bleeding condition below.
    • A creature that takes bleed damage to their hit points receives the Bleeding condition. Bleeding does not occur if the initial attack or effect deals no damage to the target's hit points (blocked by temporary hit points, negated by an ability, or similar effects) unless stated otherwise.
    • A creature that does not have blood or that does not need blood to function, is immune to bleed damage.
    • If you have resistance and/or damage reduction to all three types of Physical Damage (Bludgeoning, Slashing, Piercing), non-magical or otherwise, that reduction then also applies to bleed damage.

Bleeding

  • A creature that is bleeding automatically takes their total bleed damage stack as bleed damage at the start of each of its turns.
      Bleed damage rolled as dice are rolled on the initial attack or effect, but the damage counted for the start of turns is the result of that roll—the dice are not rolled each time for the Bleeding condition.
  • Bleeding can be removed with a successful Medicine skill check, a use of a Healer's Kit, or any amount of magical healing.
      If a DC is not defined by the effect or ability that caused the bleeding, then it is equal to 5 + the total amount of bleed damage the creature has.
  • A creature that does not have blood or that does not need blood to function, is immune to the Bleeding condition.

The Rite of Vitality

When you join this order, you learn the Rite of Vitality as part of your Crimson Rite feature. When you activate the Rite of Vitality, the damage done by your rite is bleed damage. Additionally, while this rite is active:

-At the start of the rite, one creature within 15 ft of your choice must make a wisdom saving throw against the DC associated with your Hemocraft modifier, becoming frightened by you for one minute on a failure. This creature may repeat the saving throw at the end of each of this turns, ending this effect on a success.

-All creatures within 30 ft of you have disadvantage on saving throws to avoid being frightened, or to overcome the frightened condition for the entire duration the rite is active.

-Any bleed damage you inflict on an enemy is not resistible unless their resistance to bludgeoning, slashing, and piercing includes magical damage of those types. This only includes bleed inflicted by the rite damage itself, any other source of bleed damage can be resisted by the normal means of resisting bleed damage outlined above.

Wound Closure

Starting at 3rd level, your experience using Hemocraft to inflict wounds has left you with a vague understanding of how to repair wounds as well. As a bonus action, you may remove all Bleed Stacks on any creature within 30ft of you to restore hit points equal to one roll of your Hemocraft die to any creature that is also within 30ft of you. (This may be the same creature, but does not have to be) 

You may use this feature a number of times equal to your Hemocraft modifier per short or long rest.

Self Crucifixion

Upon reaching 7th level, your control of the wounds of those around you have become easy to control. You gain a bonus to your attack and damage rolls on melee attacks equal to the number of bleed stacks you have on yourself at any given time. This bonus may never exceed your proficiency bonus. Additionally, as an action, you may heal a number of creatures other than yourself equal up to half your proficiency bonus (rounding up) by one roll of your Hemocraft die. For each creature you heal, apply two bleed damage/stacks to yourself. You may activate your the Rite of Vitality as part of this action, without expending your bonus action, but taking your rite damage as normal. This action can be taken only once per long rest, but can be taken additional times by incurring 1 level of exhaustion per additional use.

Bloodhound

Starting at 11th level, you can link your blood in with those whom are bleeding around you. You may envelope yourself in a portal of your own blood to emerge 60 feet closer to a creature effected by the bleed condition, but doing so causes you to take damage equal to one roll of your Hemocraft die. 

Knight of Blood

You are becoming used to the pain of the hemorrhaging you cause, and several of your blood skills develop. Upon reaching 15th level, if you start your turn below half your maximum hit points, you do not take damage for any stacks of bleed you have. Additionally, you gain a bonus to your armor class of +2 if you have any stacks of bleed on you, and any creature healed through the usage of your Self Crucifixion feature gains a +1 bonus to their armor class for 1 minute. 

Internal Bleeding

Starting at 18th level, the potency of your control over the blood of others makes any wound fatal. If you land a critical hit on a creature, and after the attack that creature has any bleed stacks, you may double the total number of blood stacks on the creature at the start of its next turn with your reaction. For example, if you attack a creature that had 1 bleed stack, and your attack did 2 bleed damage, adding two more bleed stacks, the total number of bleed stacks this creature has would be 3. This creatures number of bleed stacks would double to 6 at the beginning of its next turn, given that you used this reaction. This feature can be used only once per long rest, but can be used additional times by incurring 1 level of exhaustion per additional use.

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