Blood Hunter
Base Class: Blood Hunter

At some point in your life, you were marked by the Blood Beast, especially the clan of blood masks who are forever linked to it. Its patron is an ancient being who lives on the edge of the barrier between the Forgotten Realms and the nine hells. Accumulating forces over the centuries by the brand, the Bloody Beast recruits new blood hunters in order to combat the influence of the Archdevils in the kingdoms. You have been part of this clan since you gained your mark for some reason, but you still need to prove your worth by hunting demons and devils to feed the Bloody Beast, in return you gain their most essential powers to achieve your goals.

Bloodmark Weapon

Starting at 3rd level, you can activate your mark to create a weapon made of fiendish blood as a bonus action. Your new weapon's attacks are magical. Your new weapon has the basic attributes of a common weapon of any style, but with each successful attack roll against a creature that bleeds, you are healed for half the damage dealt. Furthermore, with each hit the weapon becomes more bloodthirsty and adds +1 to damage rolls. Your weapon also gains the following properties every 2 hits:

+2: Can take the form of any other weapon you have proficiency with a mental command.

+4: Can use your reaction to make an attack when you are attacked by a creature that is up to 10 feet away.

+6: Can make one more attack on your attack turn.

+8: Gains self-awareness and begins to float around you. You can command your attacks mentally on your attack turn without needing to handle it.

Your weapon can be stored in your brand as a bonus action without losing acquired effects and resummoned in the same way. The effects last until you take a long rest or until you magically faint, become exhausted, or become incapacitated.

Blood Frenzy

Still at 3rd level, you can use 4 benefit points from your brand's weapon to heal yourself from a point of exhaustion.

Impale

Starting at 7th level, you can use your action to conjure a long spike of bloodsharp from the ground against a creature you can see within 120 feet. The attack and damage rolls are the same as your summoned weapon, with bonus. On a hit, the creature is restrained until the next turn. After using this feature, you must finish a quick or long rest before you can use it again.

Now you are marked

At 11th level, you are able to manipulate the blood of those you have recently attacked. You can use your action to deal a number of d8s equal to the amount of bonus damage from your weapon that you want to use to all creatures you hit on an attack roll in the last day, anywhere on the same plane as you. By doing this, you reveal to yourself the location of each of them and their current feeling. Once you use this feature, you must finish a long rest before you can use it again.

Additionally, you gain 2 more effects on your weapon's damage bonus:

+10: Your weapon no longer needs to be near you and gains consciousness. You can see and hear for her as long as she is within 1000 feet of you as a free action. By doing this you become deaf and mute in the place where you are.

+12: Your weapon creates an exact copy, but with only one consciousness. They both attack at the same time without you needing to handle one or both of them. If one of them misses an attack, the copy is undone and your weapon returns to +10 damage.

Bloody Step

At 15th level, you learn the most used technique by the blood mask clan, Bloody Step. You can use your bonus action to cast Misty Step from an increased distance of 60 feet for 2 bonus weapon damage with each cast.

Dark Red Deluge

When you reach 18th level, you can cast Tsunami as an action using half the damage bonus the weapon has if you have at least a 4 bonus.

Previous Versions

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2/25/2024 3:57:05 PM
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2/25/2024 4:13:05 PM
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