Blood Hunter
Base Class: Blood Hunter

At some point in your past a group of power hungry priests had secretly kidnapped and experimented on you in hopes to create their own angel to control. During the final ritual something went terribly wrong, causing your body to undergo a horrific transformation allowing you access to powers you never thought imaginable. To control blood.

(Class description WIP)

Rite Of Blood

You learn the Esoteric rite Rite of Blood (detailed below).

Rite of Blood: Your rite damage type is radiant. While this rite is active you gain the following effects:

Whenever you successfully deal damage to an enemy with your crimson rite you can use your reaction to heal an ally in your Sanguine Aura that you can see equal to one hemocraft die(minimum 1). You can use this effect once per turn and times equal up to your intelligence modifier.

At 7th level You can now add your intelligence modifier whenever you use this effect.

At 15th level You can now use this effect up to equal twice your Intelligence modifier

Sanguine Aura

At 3rd level your control over hemocraft magic extends to aid you and your allies.

As an action you can take damage equal to one hemocraft die to surround yourself in an aura of blood equal to 15 ft for 1 minute. You can use this feature once per short or long rest.

As your mastery over hemocraft magic increases, so does the effects of your Sanguine Aura.

At 7th level you can use this feature twice per short or long rest and 3 times at 15th level. At 20th level this feature has unlimited uses.

At 7th level the range for the aura increases to 30ft, at 11th level increases to 45 ft, and at 15th level increases to 60 ft.

Blood Transfusion

Requires Sanguine Aura)
At 7th level once per turn as an action you can take damage equal to your hemocraft die to heal all other allies in your aura that you can see equal to the damage taken + your intelligence modifier(minimum 1). You can use this effect twice per short or long rest.

At 18th level you can now use a blood maledict to amplify this feature.

Amplify: allies in your aura heal for 3 times the damage you took + twice your Intelligence modifier(minimum

Blood Barrier

(Requires Sanguine Aura)
At 11th level Allies in your aura gain temporary hit points equal to your blood hunter level + your intelligence modifier(minimum 1) when they enter your aura for the first time. They cannot benefit from this effect again until you take a short or long rest.

Tethering Bond

At 15th level you can now use Brand of Castigation on allies or yourself.

Whenever you heal an ally with the Rite Of Blood feature you can use Brand of Castigation on an ally. When used this way you know what direction they are in for as long as they are branded and ignore the effects of Brand of Tethering.

Whenever a non-branded ally takes any damage while in your Sanguine Aura, the branded ally instead of taking damage, heals equal to your intelligence modifier.(minimum 1)
Both allies must be in your Sanguine Aura to receive this effect, and can only heal up to half their hit point maximum.
Being branded this way lasts rounds equal to your intelligence modifier(minimum 1) or until you dismiss it early, and don't require you to see them to be affected by the: Rite Of Blood, Blood Transfusion, and Blood Curse Of The Angel Features.

Branded Allies also gain advantage on constitution saving throws.

You cant use this effect again until you finish a long rest.

Blood Curse Of The Angel

At 18th level you can use a blood maledict to amplify the Blood Transfusion Feature.

When you use the blood transfusion feature you can now amplify the effect.

Amplify: allies in your aura heal for 3 times the damage you took + twice your Intelligence modifier(minimum 3).

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