Base Class: Blood Hunter
These bloodhunters use ther bloodless nature and new magic prowess to alter their body and techniques into becoming a shield. These bloodhunters prefer to lock opponents down and adapt to their fighing style shielding others from the monsters they often face.
Bloodless Nature
You gain advantage on saving throws against being poisoned, you are immune to disease, and you are immune effects that target you that require the target to have blood. Though losing your blood weakens your connection to the blood of others making it so you cannot use any Blood Curse not given by this subclass.
Self Inflicted Malady
This Blood Curse allows you to make a reaction when you take damage gaining resistance to all damage types dealt in that attack for 1 hour. When enhanced you gain immunity to one damage type dealt during the attack until the end of your next turn
Ivory Rite
When you activate a rite you know and roll the hemocraft due to take damage, after you take the damage you gain two times the damage taken as temporary hit points as the excess elemental energy acts as a shield. Additionally whenever you roll your hemocraft due to determine the extra damage inflicted by the rite add your hemocraft modifier.
Heartless Resistance
As your body adapts to it's now lack of blood you lose the need to do things that you once needed to do while you had blood, so at level 3 then again at levels 6, 10, 14, and 18 you can choose one of the following features.
Warmed Veins. You no longer suffer the effects of extreme cold, as described in the Dungeon Master's Guide.
Heat Dissipation. You no longer suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
Endless Vigilance. You don't need to sleep, and magic can't put you to sleep. When you take a long rest, you must spend at least half of your normal rest time in an inactive state, rather than sleeping. In this state, you appear to be sleeping with one eye open, but it doesn't render you unconscious, and you can see and hear as normal.
Breatheless Lungs. You no longer need to breathe.
Eternal Temperance. You don't need to eat or drink.
Breatheless Lungs
You no longer need to breathe.
Endless Vigilence
You don't need to sleep, and magic can't put you to sleep. When you take a long rest, you must spend at least half of your normal rest time in an inactive state, rather than sleeping. In this state, you appear to be sleeping with one eye open, but it doesn't render you unconscious, and you can see and hear as normal.
Eternal Temperance
You don't need to eat or drink.
Heat Dissipation
You no longer suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
Warmed Veins
You no longer suffer the effects of extreme cold, as described in the Dungeon Master's Guide.
Unnatural Fortitude
While Blood Curse of The Bulwark is active when you are hit with a critical hit make a dc 10 constitution saving throw if you succeed then it becomes a normal hit. Also while your blood curse is active and an effect would move you at least 5 feet or knock you prone you can use your reaction to hold your ground, making it so you aren’t moved or knocked prone
Brand of The Guardian
Now whenever a creature branded by you deals damage to another creature you can see they take the initial psychic damage of the brand and additional psychic damage equal to two rolls of your hemocraft die.
Cursed Vitality
When you take damage reducing you to 0 hp but not killing you outright you can immediately make the attack action. If you hit at least one attack you regain hit points equal to one roll of your hemocraft die and you heal this amount on the start of your turn on the next two turns. Once you use this feature you can't use it again until you finish a long rest.
Comments