Blood Hunter
Base Class: Blood Hunter

While most Blood Hunters sacrifice their own vitality to empower their weapons, the Infected Blade actually forms their weapons from themselves.  These Blood Hunters augment unique weapons from their own blood to allow them to further empower them.

 

Ichor Armament

When you join this order at 3rd level, you learn how to augment weapons from your blood and bone.  When activating your crimson rite, you spend hit points equal to your hemocraft die roll and can augment any simple or martial weapon you are wielding and proficient in that lacks the ranged or thrown property. The created Ichor Armament has only the light and finesse properties. Your attack and damage modifier for this augmented weapon is Constitution.

This weapon has a +1 to attack and damage rolls and counts as magical for the purposes of resistances. In addition, the bonus increases to +2 at 8th level, and +3 at 14th level.

After one hour, the weapon reverts to its normal state, including damage and attack modifiers, and properties.

When activating your Ichor Armament, you may additionally sacrifice an extra 1d6 HP (or a hit die) to activate any of the following effects on your subsequent turns unless otherwise specified. If any damage sustained from activating the following effects results in going to zero HP, you fall unconscious at the end of your turn.

  • Blood Lance: Your melee weapon attacks this turn have a reach of 15 feet.
  • Wyvern's Sting: The first attack on each of your turns has a chance to poison enemies you strike. When hit by a melee attack by your augmented weapon, the struck creature has to make a CON save, gaining the poisoned condition on a failure.
  • Hemophobia: A target within 30 feet must make a Wisdom saving throw or take damage equal to the hemocraft die, and be frightened until a Wisdom save at the end of subsequent turns up to one minute.
  • Galvanize: Heal one ally within 30 feet one of their hit die plus their Constitution modifier.
  • Tipping the Scales: Your weapon gains a crit range of 19 until the end of your turn.
  • Savior Complex: Take damage equal to 1d6 + your hemocraft die. Your next attack with your Ichor Armament results in a critical hit. Additionally, you gain one level of exhaustion after the encounter is over.

Extract Weapon

At 7th level, you can take a bonus action and spend one of your uses of Blood Maledict to attempt to extract an Ichor Armament from another creature within 30 feet.  You force the target to make a Constitution saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target takes necrotic damage equal to the maximum roll of your hemocraft die, and you gain an Ichor Armament with an active crimson rite of your choice.  You can pick from your chosen crimson rites. On a save, the target takes half of the maximum roll of your hemocraft die.

Viscera Mastery

At 11th level, you gain options to improve your Ichor Armament.  When you lose hold of your Ichor Armament, your crimson rite lingers for up to a minute, and you can manifest a new weapon at any point and continue your crimson rite.  Also, while you have an Ichor Armament active, you can choose to add or remove one of the following properties to a single Ichor Armament:

  • Light
  • Two Handed: increasing the damage dice in size by one.
  • One Handed: allow a Feint per the Help action as a bonus action. "If your ally attacks the target before your next turn, the first attack roll is made with advantage."
  • Thrown (30/90)
  • Finesse
  • Reach (extra 5 feet)

15th Level Placeholder

Lorem Ipsum

18th Level Feature

Lorem Ipsum

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2024 12:07:47 AM
9
0
1
Coming Soon
4/19/2024 9:25:26 PM
11
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes