Base Class: Blood Hunter
As the monsters of the night evolve so too must the tools to combat them. Those of the order have learned how to infuse their blood magic into the weapons they wield making them a deadly force in the battle against darkness. When a weapon is forged, the weapon is infused with the hunter's blood during the forging process.
The deeper understanding of the hunter's bane has let to the hunter become more proficient at, not only using curses, but empowering them as well.
Bloodwright
At 3rd level, you learn the process of extracting iron from blood, through alchemical means, to use in the forging of your signature weapon. Beginning at level 3, you may use the siphoned iron in the crafting process to infuse a simple component to enhance your weapon, making it a +1 magical weapon. You may further enhance it at level 9 (+2), and at level 15 (+3). You may work with your DM to enhance it in other ways. This process has a material and time cost, that you may discuss with your DM. When you forge a weapon, you must spend a number hit die equal to the level of weapon times your proficiency bonus at the time of creation as part of the cost. You gain proficiency with smith's tools and tinkerer's tools.
This feature also grants you proficiency with all weapons, including firearms.
Rite of the Blood Smith
When you join this order at 3rd level, you learn the Rite of the Blood Smith as part of your Crimson Rite feature. When you activate the Rite of the Blood Smith, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- When you hit a fey, fiend, or undead creature with a weapon for which the Rite of the Blood Smith is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Blood Maledict Savant
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.
Tracker's Bane
At 7th level, your Hunter’s Bane now gives you advantage on any Wisdom (Survival) check to track any creature with blood (DM’s discretion), and you can make a check to track a creature using a bonus action. While actively tracking a creature with Hunter’s Bane you gain an additional 10 feet of movement so long as you move towards the target.
Brand of Forger's Ruin
Starting at 11th level, your Brand of Castigation sears a dark arcane scar into your target. The arcane sear burns like the heat from a forge, exposing your target and leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Brand of Forger's Ruin
Starting at 11th level, your Brand of Castigation sears a dark arcane scar into your target. The arcane sear burns like the heat from a forge, exposing your target and leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Brand of Forger's Ruin
Starting at 11th level, your Brand of Castigation sears a dark arcane scar into your target. The arcane sear burns like the heat from a forge, exposing your target and leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of Vascular Trauma
Starting at 15th level, you gain the Blood Curse of Vascular Trauma. This does not count against your number of blood curses known. The curse causes the target to experience extreme pain due to their blood being redirected to the head, at which point, blood begins to pour from the eyes, ears, nose, and mouth causing the cursed target to have disadvantage on all attack rolls until the brand is dispelled. Also, all attacks against the cursed target are made with advantage.
Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of the Vascular Trauma
Starting at 15th level, you gain the Blood Curse of Vascular Trauma. This does not count against your number of blood curses known. The curse causes the target to experience extreme pain due to their blood being redirected to the head, at which point, blood begins to pour from the eyes, ears, nose, and mouth causing the cursed target to have disadvantage on all attack rolls until the brand is dispelled. Also, all attacks against the cursed target are made with advantage.
Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of Vascular Trauma
Starting at 15th level, you gain the Blood Curse of Vascular Trauma. This does not count against your number of blood curses known. The curse causes the target to experience extreme pain due to their blood being redirected to the head, at which point, blood begins to pour from the eyes, ears, nose, and mouth causing the cursed target to have disadvantage on all attack rolls until the brand is dispelled. Also, all attacks against the cursed target are made with advantage.
Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Slayer's Bane
Upon reaching 18th level, you have become quite proficient in taking down your foe. When you use your action to attack, you may attack up to 3 times per action.
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