Blood Hunter
Base Class: Blood Hunter

You can utilise your own and your foes blood to augment your ranged weapon attacks and effects, along side mitigating any lingering drawbacks of this power and exacerbating the effects on your foes.

Blood Shot

Starting at 3rd level, if you have Crimson Rite active on your ranged weapon, you can imbue your own blood into your next ranged attack to roll an additional hemocraft die. You have to declare that you do this before you roll to attack. You only roll once and the amount you roll is the amount of damage you take and the extra amount of damage dealt. The additional damage type is necrotic.

You also gain Proficiency with Firearms.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Blood Walk

Starting at 7th level, As a Bonus Action, you are able to change your body into a humanoid shape comprised entirely of blood. While in this form, you are able to fit wherever liquids can fit, climb up surfaces as if it was rough terrain and you are immune to physical attacks.

Weapons and clothing transform with you, however, if you are holding another person, you cannot transform them if they are not willing. If they are willing, you can transform up to 2 others, however, if they move more than 10ft away from you, they are transformed back, and, if they transformed while in an object they take 1d10 Force damage and are pushed to the closest unoccupied space. If they are an equal distance from 2 or more separate spaces, they can choose which space to be on.

Additionally, while in this form, you and others are unable to take the Attack action or the Cast A Spell action. You can use your Bonus Action to return yourself and others to your normal forms.

Brand of Apostate

Starting at 11th level, Your Brand of Castigation to boil the blood of those who have been branded. At the end of the branded targets turn and after the initial activation of the brand, they must make a CON saving throw or take Fire damage equal to 1 roll of your hemocraft die. Succeeding in this roll does not remove the Brand of Castigation. Additionally, if an attack is made against the branded target that deals Fire damage, you can roll one of your hemocraft die to deal extra damage. If the target has to make a saving throw to half the damage of the incoming attack, your hemocraft die damage is not halved.

Blood Curse of Hemophobia

Starting at 15th level, you gain the Blood Curse of Hemophobia for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Hemophobia

After you hit an attack with a Crimson Rite weapon, as a Bonus Action, you can manipulate the blood in their eyes, forcing them to turn red and hallucinate themselves and others covered in blood, causing them to be overcome by fear of their surroundings. Make them make a CON saving throw against your spell save DC (8 + hemocraft modifier + proficiency bonus) or be Paralyzed until the end of your next turn.

Amplify.

This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Vitality Bloodletting

Starting at 18th level, when you land an attack within 60ft of you, as a Bonus Action, you can drain the blood from the target for an additional roll of your hemocraft die. Once rolled, you deal that amount of necrotic damage to the target and restore that amount of health. You can do this equal to your Blood Hunter Level.

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