Blood Hunter
Base Class: Blood Hunter

The crimson knights have perfected there Crimson rites and Hemocrafting skills. The best dare call them selfs angels and they are worthy of that title. They will colect, mix and train till they achiv peek performance in hemocraft. They are the most skilled and Leathal of hunters, they will chach there pray whit no mercy for the prey or them self. They have the ability to mix Crimson Rires and make potons from blood. They can steal blood and form great things from it. Bewear your blood may become your enemy.

Blood Devouer

At 3rd level you get

Blood devouer: As a bonus action target an enemy in 10 feet range, roll a WIS or INT check against their CON check. If you roll higher then the trget, you dammage them for (1D4 times your proficiencie bonus) hit points and heal for it. You can use it equal amount of times to your proficiency modifier.

Crimson Skin

At 3rd level you get

Crimson skin: As a bonus action you can cast crimson rite on your self and if an enemy damages you from 10 feet or less, roll a D20, if it is 15 or more, deal damage equal to your hemocraft die of the type determined by the chosen rite when casted to the attacker.

Colision of Rite

Starting at 7th level, you get:

Colision of rite: You can now equip two crimson rites on a wepon. The second rite is half the cost. And the enemy must be imune or have resistance to both elements for it to have resistance or to be imune. If the target is immune to one, it only has resistance to one Crimson rite.

Blood Curse of the Hydra

After an enemy is aflicted by it, its next sucsesful attack against you heals you for 1d4 or 1d6 or 1d8 or 1d10 or 1d12 or 1d20... depends on how much dammage it dealt to you. If it deal 5 hit points of dammage to you you heal for 1d4. If it dealt 13 hit points of dammage you heal for 1d12. So you take the dammage dealt and decreaset it until you get a die you can roll. If it deals less the 4 hit points of dammage you dont heal. This Blood curse lasts for 18 seconds (3 turn/rounds). You gain the Blood Curse of the Hydra for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Molt

Starting at 11th level, you get:

Molt: you can decast crimson skin gain hit points equal to your hemocraft die and deal damage equal to your hemocraft die of the type determined by the chosen rite in a 30feet cricle around you. The enemy must sucsed a D12 CON saving throw and on succses take half the dammage.

Crimson Tide

Starting at 11th level, you get:

Crimson Tide: When crimson rite is equiped on a wepon crimson rite dammage has a 20feet cone. Every singel enemy sucsefuly hit can be afected by a blood curse if used. If an enemy is hit by your wepon imbued whit crimson rite This ability gains 5 feet. If an allie is in 5 feet range, you can hit them, they take half of your wepon dammage. But this abilitys range is increased by 10 feet. You can also sacrafice 1d4 hit points to increase the range by 5 feet.

If you are using a ranged wepon of any kind. This effect is transformed in to 1 a 20 feet circle around the target that is hit, by this wepon.

Blood Colector

Starting at 15th level, after killing a monster you can make one potion (when combat is over.). The effect of the potion is diterment by the type and the potency is determent by the challenge rating:

  • Aberration, Celestial, Elemental and Fiend: grants (threat level) to hemocraft die dammage for 30 seconds (5 rounds).
  • Construct, Monstrosity and Ooze: you can cast any cantrip whit an element like crimson rite (that is curently equiped on the wepon you are using.) and add the monsters threat level to its dammage, if it does hit.
  • Dragon, Fey, Giant and Undead: grants an addisional action for the number of seconds (5 seconds is equal to 1 turn/round) equal to the monsters threat level (the number is rounded up).
  • Beast, Humanoid and Plant: grants equal hit points to the monsters threat level.

(only 2 can be drunk per round but it takes an action, but 1 can be drunk whit in a round, whit no action cost. Potions can be made equal to your proficiency bonus every long rest)

(No flasks or bottles are needed but can be contained in bottles. If one is contained in bottles the maximum amount can be increased by 1, too maximum number of 3)

Blood-less Angel

Starting at 18th level, you get to transform in to a blood angel for (hemocraft die + wisdom or intelegents + constitution) dammage. Transforming in to an blood angel summons an adisional pair of arms. Crimson rite, crimson skin and blood devouer now can rerolled hit die. You can weild any wepon one handed no matter of its property, and you can summon up to 4 wepons (melee or ranged), but every wepon summonned deals 1d8 dammage to you. You lose 1d4 dammage every turn you are in this form. When you hit 1hp you stop taking dammage from any of your abilities and become "blood-less". You take 1d8 hit points from all caracters whit in 30 feet radious and save that nummber. These numbers can be used to heal you or any one else, they can be added to attack dammage you deal in any way and they can be used to increase the range of crimson tide. But you stop being blood-less if you have more than 1 hit point. You also get a flying speed of 15 feet. You turn back if you fall prone or die

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