Blood Hunter
Base Class: Blood Hunter

The Order of the Blood Hound is one which has many uses, being both powerful fighters and supporters, they use both their own blood and the blood of their victims to create powerful beasts to aid them in battle. beholden to few ideals or purposes, they often search out knowledge or the hunting of a certain kind of creature. Often suffering the blood of trolls or other powerfully regenerative creatures, those who follow the order of the blood keeper tend toward solitary life with just their blood beasts, some going so far as to name or speak with them, though few are ever capable of talking back

Beastial Blood

When you choose this archetype at 3rd level, you gain the ability to spend hit points equal to half your level when you deal damage to a creature, when you do so if your attack kills the creature you may create a blood beast, when a blood beast is created, its hit points become the amount of damage dealt to the creature you attacked + your constitution modifier the blood beasts you make this way have no maximum hit points and can 'regain' hit points to any maximum. the blood beast appears adjacent to the target and takes its turn directly after yours (stat blocks below). Any spell or ability you cast can be used with any of your blood beasts as the point of casting rather than you. when you go unconscious your Blood beasts also become unconscious and when you die they do as well.

 

Blood Beast

Armor Class (8 + proficiency modifier)

Hit Points (damage dealt + constitution modifier)

Speed 30 ft. 

STR

10 + 1/2 your STR mod

DEX

10 + 1/2 your DEX mod

CON

10 + 1/2 your CON mod

INT

2 (-4)

WIS

2 (-4)

CHA

2 (-4)

 

Senses passive Perception (8 + proficiency bonus)

Languages Understands any language you speak 

Blood Beast. Beasts of this nature have no maximum hit points and can regain hit points to an infinite number, however, they do not make death saves and immediately die upon going below 0 hit points.

ACTIONS

 

Choose one when you create the creature

Bloody Claws. Melee Weapon Attack: +(Str) to hit, reach 5 ft., one target. Hit: (( ½ proficiency modifier)d4 + Str) slashing damage


Sanguine Bullet. Ranged Weapon Attack: +(Dex) to hit, reach 30 ft., one target. Hit: (( ½ proficiency modifier)d4 + Dex) piercing damage

Bloody Power

Also at 3rd level, you learn to control the Beasts that form from your blood abilities. As a bonus action, while conscious you may do one of the following: 

  • Detonate.  A blood beast you can see and control detonates, all creatures within 5 ft. must make a Dexterity Saving Throw DC 8 + proficiency + constitution modifier, on a failure they take damage equal to half the health of the blood beast and are knocked prone, on a success they take half damage.
  • Blood Infusion. You or one of your blood beasts touch an adjacent creature and take any amount of damage, (this damage cannot knock you unconscious but can kill your blood beasts) the target creature immediately gains half that many hit points, if it goes over its maximum, they gain temporary hit points equal to the overflow.
  • Consume. You may touch a blood beast you control, it immediately dies, and you gain temporary hit points equal to its current hit points. Temporary Hit points gained this way can only be reduced by the summon action and stack with this ability, any additional sources of temporary hit pints will remove these hit points.
  • Summon. Reduce your temporary hit points by any number to create a blood beast with that many hit points. 

Rite of the Beast

At 7th level, your blood beasts can invoke your blood rite and add that damage to their attacks, additionally, once per long or short rest, instead of using a charge of your blood maledict, you may destroy double your level worth of hit points spread across your blood beasts to cast your blood maledict. Additionally, as a Reaction, you may dismiss blood beasts adjacent to creatures to do one of the following:

Transfusion. Immediately stabilize the target.

Shield of Blood. Until the end of your their next turn, the target increases their AC by your proficiency bonus

Bloody Blade. The target may add your Hemocraft die to their next damage roll

Impair. The next time the target rolls a d20 roll a hemocraft die and reduces the total by that much, if a creature impaired this way rolls a critical success, it does not count as a critical success and is instead treated as a regular roll of that number. 

Bind. the target must make a Strength saving throw or have its speed reduced to 0 until the end of its next turn.

Versatile Blood

At 11th level,  your blood beasts have resistance to bludgeoning slashing, and piercing damage from non-magical sources as well as your rite damage type. Additionally, when they invoke your blood rite they do not take damage, and while within 10 ft. of one of your blood beasts, you may speak to it telepathically and it can convey simple thoughts and concepts back to you. 

Sacrificial Beasts

Starting at 15th level, your blood beasts may reduce their hit points to 0 as a Reaction to add hit points to a creature within 5 ft of them equal to half their hit points. Your blood beasts no longer fall unconcious when you fall unconscious. Additionally, you may see and hear through your blood beast's senses. 

Undying Blood

At 18th level, you have mastered the control of your blood, both living and inert. when one of your blood beasts is reduced to 0 hit points you may choose one creature within 10 ft, that creature gains one hit point. Additionally, you can create blood beasts without killing a creature instead taking the hit points purely from yourself, blood beasts made this way cannot be dismissed and die upon dismissal.

Previous Versions

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9/28/2023 8:10:55 AM
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