Blood Hunter
Base Class: Blood Hunter

Through the study of this order you have gained greater control over your own blood. In this you have learned to utilize it in weapon creation and in other ways to combat your foes.

Simple manipulation

When you join this order at 3rd level, you learn to manipulate your own blood to do simple tasks, become similar to common objects or any kind of artisan tool you have seen before.

This feature has 3 charges at 3rd lvl, 5 at 7th, and 8 at 12th.

Range = 30ft + 1d4 Necrotic every extra 20ft

Features of this trait include (but, at the DM's discretion, are not limited to):
-Create a simple object, that you have seen before, in range
-Create a tendril that can do simple tasks within range (similar effect to mage hand)
-Create an Artisan Tool you have seen before
-Pick a Lock within range, add half your proficiency bonus, rounded down, to your slight of hand bonus

Weapon Manipulation

When you join this order at 3rd level, you learn to manipulate your own blood to create weapons.

As an action, you take necrotic damage equal to a roll of your hemocraft die, you then create a weapon you are proficient with out of your own life energy or blood (if you have blood, DM discretion)(this damage is also taken from your actual hit point total ignoring temporary hit points). This weapon is equal to all of it's normal combat stats. You cannot activate the crimson rite feature with this weapon.

On a successful attack with this weapon it deals an extra roll of your hemocraft die's worth of necrotic damage damage which ignores resistances and immunities.

This weapon's base attacks count as magical for the purposes of overcoming resistances.

While holding this weapon you cannot be disarmed as long as you are conscious.

As long as the weapon is out the damage taken to craft it cannot be healed.

Tendrils of Maliace

Starting at 7th level, as an action you can roll one of your hemocraft die to summon a tendril from out of you back. You take necrotic damage equal to the roll of your die. While this tendril is active you may use your bonus action to attack with it. If an enemy misses a melee attack against you or an ally within 5 ft. of you, you may use your reaction to use the tendril to attack that enemy. When attacking you add your Int modifier to the attack roll. These tendrils last 1 minute, until you are incapacitated, or unsummon them as a free action.

Weapon Mastery

Starting at 7th level, you can also now use your crimson rite feature with your blood weapon. 

You can use your creation to overlap a weapon you are wielding infusing your blood (or life force) into it. When done this way you can add damage to attack rolls equal to your Hemocraft modifier.

Blood Self-Mastery

Starting at 11th level, you also, through your extensive knowledge and utilization of your own blood, have become resistant to poison, have advantage to avoid or end the poisoned condition, and are immune to disease. You can also spend an action to end the poisoned condition on yourself.

You can also add half your proficiency bonus, rounded down, to your tendril attacks.

Brand of Holding

Starting at 11th level, when you hit a creature under the effects of your brand while wielding a blood craft weapon you use your own blood as a means of sealing the brand. Because of this whenever you deal damage with a blood crafted weapon you gain temporary hit points equal to the half the total damage you dealt to the creature rounded down. You can do this only once per attack per turn. The creature also cannot take the dash action and has disadvantage on Dexterity skill checks while branded. When the branded creature being reduced to 0 hit point you can transfer the brand to another creature within 10 ft. of the creature. You can do this a number of times equal to your Intelligence modifier per long rest.

Blood Curse of Manipulation

Starting at 15th level, you gain the Blood Curse of Manipulation for your blood Maledict feature. This does not count against your number of blood curses known.

Complete Blood Control

Starting at 18th level, you have truly mastered the manipulation of you blood and life force. Within this mastery you gain the following benefits:

  • Your movement speed increases by 10 ft
  • When using your brand transfer feature the range increase from to 20 ft. from the creature. The branded creature also now has disadvantage on saving throws as required by your blood curses.
  • You can use the Curse of Manipulation for free once per long rest, when you use the Curse in this manner it cannot be amplified.
  • You can now summon your Tendril of Malice as a bonus action and it's range increases to 10 ft.

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