Base Class: Blood Hunter (archived)
(First Draft Subclass) The Order of the Blood Reaper is a fairly new order in the Blood Hunter society. Members of this order combine ancient vampiric techniques with traditional blood magic to become a force of death on the battle field. Blood Reapers are avengers and through this order obtain the power to leave piles of corpses and trails of blood in their wake to battle the forces that have wronged them, ethics be damned. This order does not hunt a specific type of being like the others, no being is safe from the vengeance of a Blood Reaper. On the journey to exact their divine punishment, Blood Reapers will often take missions from others seeking vengeance as well. They burden the reality of warfare to settle all debts in the material plane....in blood.
Sanguine Weaponry
Starting when you choose this archetype at 3rd level, your new powers allow you to expel and meld your own blood into a martial or simple weapon of sanguine and black. This weapon's damage is magical for the purpose of overcoming resistance and you always have proficiency with this weapon. Summoning a Sanguine Weapon from your blood deals 1d10 necrotic damage. You can dispel the weapon and re-absorb it to regain the taken health.
Sanguine weapons add 1d4 necrotic damage to all attacks made with that weapon.
You can perform a one- hour ritual to copy the properties of any single non-sentient weapon. If the weapon is magic, you absorb it's essence in the process and the magical effects occurs on the Sanguine Weapon instead.
Leeching Blows
At 7th level, your mastery of your Sanguine Weapon allows you to drain the life from your enemies in combat. You heal for 1d4 on every damaging attack on an enemy with your sanguine weapon. If you would healed over your maximum HP this health is converted to temporary hit points instead.
Improved Leeching Blows. At 10th level, you heal for 1d6 + 2 instead.
Devouring Plague
Starting at 11th level, you learn to manipulate the properties of your enemies blood to inflict destructive diseases. Once per long rest, as a bonus action, you can infuse your sanguine weapon with a deadly disease. Your next 2 successful attacks will apply the Contagion spell effect on that attack hit with a DC 17.
Blood Purgatory
Beginning at 15th level, you’ve honed your blood magic to cheat death itself. Once per long rest, as a reaction, when your HP would be dropped to 0 it is instead restored to 1 and you can cast False Life at 3rd level.
Crimson Eruption
At 18th level, you use the blood in the dead as fuel for your battle. Once per long rest, as an action, you can use one of your blood curses to target up to 2 corpses and imbue them with the curse of your choice and cause them to explode. All creatures within a 10 yard radius of the corpses must make a DEX Saving Throw (DC 15). On a failed save they take 1d10 necrotic damage and are afflicted with the blood curse. On a successful save they take 1d6 force damage from the explosion and no curse is applied.