Blood Hunter
Base Class: Blood Hunter

For use in my campaign.

Rite of Crimson Potential

At 3rd level, the unrefined hemomantic potential within your blood can be released in bursts of elemental chaos. You gain access to the Rite of Crimson Potential:

Rite of Crimson Potential

When you activate this Rite, roll a d6. Your Rite Damage corresponds to the number rolled-

  1. Force
  2. Necrotic
  3. Lightning
  4. Fire
  5. Cold
  6. Radiant

In addition, when you roll a 20 on an attack roll whilst this Rite is active, all creatures within 10ft of the creature you hit (excluding you) take Rite damage equal to one roll of your Hemocraft die.

Curse Expert

Also at 3rd level, the hemomantic potential within you grows. You gain an additional usage of your Blood Maledict. In addition, when you take a long rest, you can change one Blood Curse that you know for another Blood Curse from the Blood Hunter list. 

Rite Flare

At 7th level, further sacrifice can empower your Crimson Rite to greater heights. When you take the Attack action with a weapon with an active Rite, you can deal damage to yourself as if activating your Crimson Rite, without using bonus action. Until the end of that turn, when you hit a creature with that weapon, it deals an additional Hemocraft die in damage.

Blood Curse of Sanguine Siphoning

Also at 7th level, you can invoke your Blood Maledict, drawing on your intimate connection with blood to siphon the vitality of an enemy creature. You gain access to the Cure of Sanguine Siphoning:

Blood Curse of Sanguine Siphoning

As an action, you extend your hand towards a creature within 30ft. It must make a Constitution saving throw. On a failure, the next time you roll your Hemocraft Die to take damage as part of a Blood Hunter feature, that creature takes the damage instead.

Amplified: When you Amplify this Curse, the bond lasts for 1 minute. The creature repeat this saving throw at the end of each of its turns, ending the effect on a success. 

Brand of Sanguine Coalescence

At 11th level, your Brand of Castigation synchronizes with your hemomancy, enhancing a creature's vulnerability to it. When you use a Blood Curse against a creature afflicted by your Brand of Castigation, it has disadvantage on any saving throws it makes against that Curse. In addition, when you hit a creature affected by your Brand with a weapon affected by your Rite, you regain hit points equal to the damage dealt by your Rite. This only happens once per turn. 

Ascension of the Angel

At 15th level, the blessings of the Angel upon you are expressed finally in physical gifts. When you activate your Crimson Rite, you can choose for two large, fleshy wings to extend from your back. These harmlessly pass through clothes and armor. Whilst your Crimson Rite is active, the wings grant you a flying speed of 50 feet.

The Flesh of the Angel is Risen

At 18th level, the touch of the Angel has empowered your hemocraft to new heights. Your Hemocraft Die is increased to a d12. When you take damage due to a Blood Hunter feature, you can use your reaction to half the damage.