Base Class: Blood Hunter
Once the last of his tribe, the Ironclad was slain while trying to conquer his final adventure. However, after death, a demonic pact, one of steel and blood, was formed which return him to life. Today, his ways live on in the Order of the Ironclad. Members of this Order use hemocraft to enhance their combat prowess in the aim of exploring the edges of the world, slaying eldritch horrors and conquering ancient monuments.
Annihilate the Apex
Becoming an Ironclad demands expertise with all forms of armaments. When you select this subclass, you gain proficiency with heavy armor and one of the following skills: History, Nature, or Religion.
Additionally, your Hunter's Bane feature now also applies to aberrations and constructs.
Boiling Blood
At 3rd level, after sacrificing some of your vitality, you are able to reconstitute yourself after a short period of time. While your Crimson Rite feature is active, you may use a bonus action to dismiss it and regain hit points equal to one roll of your hemocraft die.
In order to do this, you must not have taken any damage within the last minute.
Battle Trance
Beginning at 7th level, you are able to briefly enter a battle trance to focus your power at the cost of expending it all at once. At the beginning of your turn, you may choose to gain a +3 bonus to your next attack roll made before the end of your turn, but gain a -3 penalty to every following attack roll made before the start of your next turn.
If the original attack hits, the +3 bonus is also applied to its damage roll.
Brand of Corruption
Upon reaching 11th level, your Brand of Castigation eats away at its target's essence, leaving them easily exhausted. Whenever a branded creature makes an attack roll, it has disadvantage on any subsequent attacks made before the start of its next turn. Additionally, whenever a branded creature cast a spell or otherwise forces another creature to make a saving throw, any of their movement speeds are halved until the start of their next turn.
Blood Curse of Tremors
Upon reaching 15th level, your hemocraft has been honed to remotely disrupt the makeup of nearby foes. You gain the Blood Curse of Tremors for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Tremors
As an action, you may unleash a shockwave the addles the constitution and minds of those around you. Each creature of your choice within 15 feet of you must succeed on a Constitution saving throw or have their Strength and Dexterity scores reduced by 3 for 1 minute, repeating the saving throw at the end of their turns to restore the scores.
Amplify. The range of this curse is increased to 30 feet.
Red Skull
When you reach 18th level, your features have been permanently altered by the hemocraft magic that permeates you, suffusing your energy in terms of need. While you are below half of your hit point maximum, your Strength score and maximum are increased by 2, and you may add your Hemocraft modifier to any healing you receive.
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