Blood Hunter
Base Class: Blood Hunter

Blood powers

Flowing Red Scale

When you awaken this curse technique at 3rd level, you learn flowing Red Scale as a part of your Crimson Rite Feature. When your Flowing red Scale is activated the extra damage you do for your Crimson rite is poison. Additionally you get these other benefits while this activated.

  • You gain resistance to poison damage.
  • You gain advantage in perception checks.
  • advantage on saves Versus Poison. 

Blood Manipulation: Blood Shield

You can now as a reaction create a blood shield/armor that can reduce the amount of damage you take or to cause an attack to miss. These are two separate reactions and both share the same amount of uses which is your Prof Bonus. 

-If you are hit by an attack you reduce the damage taken equal to 10+con mod+ hemocraft die by making momentary blood armor. reducing the damage equal to the amount you get.

-You can also use your reaction to make an attack miss completely by creating a blood shield. You can add +5 to your AC as an reaction, causing the attack to miss.  

Blood Manipulation: Convergence

Your Blood manipulation has reached a new level where you have gained the ability to fire your blood out like a cannon at your enemies and bypass their natural defenses.
- While flowing red scale is active your poison damage now goes through immunity to poison to make make it resistance and goes goes through resistance completely.
-You can as an action fire a piercing blood which is a 60 foot long line, 5 feet wide which does 5d10 piercing damage on a hit. They have to make a CON save when hit versus your Hemocraft save. if they fail they take the damage, also taking 3d6 poison damage and are poisoned. They can make another con save at the end of each of their turns to make to not be poisoned. On a successful they take half damage and take no poison damage. Once you use this feature, you must finish a short or long rest before you can use it again.

Flowing Red Scale Stacked

Your Flowing Red Scale has grown to another level. Along with your perception that was already enhanced your body begins to move react at a higher level as well. Along with a new form of Blood Manipulation that ups your firepower. 

- When your Flowing Red Scale is active you gain advantage on initiate rolls and on Dexterity saves you can see.

-Additionally as an action on your turn you can spend up to half your hit dice rounded down to have that many bloody Chakrams flow around you. You can use a bonus action to send one of the Chakrams streaking toward one creature or object within 120 feet of you. When you do so, make a ranged attack. On a hit, the target takes 1d12 slashing damage. Whether you hit or miss, the Chakram is expended.  

Supernova

You've now reached the apex of your Blood manipulation. You can now explode motes of your own blood to damage all surrounding enemies.

- As an action you can spend up to your level in hit dice to deal (d6 poison damage= to hit dice spent) to creatures of your choice in 30 feet around you. Creatures will make dex save versus your Hemocraft save. On a failure they take the damage and are poisoned till the end of your next turn. If they pass the save they take half damage and are not poisoned. Once you use this feature you must finish a long rest to us it again.

-You can now use your piercing blood twice per day.  Regain uses on a short or long rest.

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