Base Class: Blood Hunter
Members of this order are marked by pale skin and a myriad of self inflicted scars and blood red eyes that bear into their enemy’s
Additional blood curses
Your intense specialization into hemocraft allows you access to more complex blood curses . At the listed levels You gain the following blood curses for your Blood Maledict feature. These don't count against your number of blood curses known:
Blood curse of bloated body(3rd level) Blood curse of the Vampiric strings(3rd level)
Blood curse of selfish purification(5thlevel) Blood curse of endless(5th Level)
Blood curse of the sanguine smite(8Th Level
Blood curse of exploding blood(12th level)
Blood curse of a thousand red daggers(15th Level)
Blood curse of a thousand red daggers
As a action you can generate a downpour of many blood red knives made from your blood. chose an area within 30ft of you, all creatures within 20ft of that area a take 16d4 piercing damage or half as much on a success dex save against your Hemocraft DC.
Amplify.the damage is increased to 16d6
Blood Curse of bolted body
As a bonus action, a creature within 30 ft. has its speed reduced by 15ft. At the end of each of its turns, the target can make a CON saving throw (DC {{savedc:wis}}) to end the curse.
Amplify. The cursed creature becomes paralysed instead of its speed being reduced .
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood curse of endless
As a bonus action, you may place this blood curse making you shine with a red glow on yourself, if you reached 0 hit points within a minute of doing this , all creatures within a 5 foot radius of you take 3d8 necrotic damage
Amplify. The damage is increased to 4d8necrotic damage, and you heal the damage they took.
Blood curse of exploding blood
As an action , choose one creature with less then 20 Hp and cause it’s to explode, killing it and dealing 10d6 fire damage to all creatures in a 20ft radius on a failed dexterity save against your hemocraft DC .
<strong><em>Amplify.</em></strong> The HP threshold is increased to 40
Blood curse of Sanguine Smiting
As a action you can convert your blood to radient energy that smite down the vile monster before you . You can choose a creature within 30 ft of you , it takes 5d8 Radiant damage or half as much on a successfully dexterity saving throw against your hemocraft DC.
Amplify.the creature takes 6d8 radiant damage instead.
Blood curse of the selfish purification
As a bonus action if you have a condition, you may make a friendly creature within 30 ft. takes 2d4 necrotic damage to end the condition.
Amplify. the damage becomes 4d4 but you heal for the damage that they took.
Blood Curse of the vampiric strings
As a bonus action, you can attach many blood red strings to a creature within 30ft that link you and that creature together and suck that creatures blood causing that creture to take 2d8 piercing damage . You heal the amount of damage they took
Amplify. The cursed creature takes 4d6 piercing damage when you inflict this curse, and you heal double that amount of damage.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Sanguine blade
you gain the ability to forge a weapon from your very life blood that’s especially attuned to your hemocraft.
As an action , you can produce a blade made from your very blood, this blade can be any martial weapon you are proficient with and it uses either strength , dexterity , wisdom or intelligence for damage and Atk rolls . While wielding this weapon you may have two crimson rites active.
Bloodletting
When you reach 7th level, your body begins to adapt to Adapt to the frequency of slashes used to draw blood and the manipulation of its blood . You gain Resistance to Slashing damage .
Additionally, you can increase blood flow through your body allowing you to move quicker . As a bonus action, you can increase your movement speed by 30ft and your AC by 2 for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
Binding Brand
At 11th level, your evolved hemocraft lets your Brand of Castigation to truly bind your target. The creature losses 2 AC while branded and has disadvantage on dexterity, strength and constitution saving throws. You know the branded creatures exact location while it is still in the same plane as you. While you are in 30ft of a branded creature, you may use your power to dominate there blood and create a wound on that creature, Making that creature roll a Constitution saving throw equal to your Hemocraft DC Or take 8d8 Necrotic damage and 3d6 piercing damage.
Binding Brand
At 11th level, your evolved hemocraft lets your Brand of Castigation to truly bind your target. The creature losses 2 AC while branded and has disadvantage on dexterity, strength and constitution saving throws. You know the branded creatures exact location while it is still in the same plane as you. While you are in 30ft of a branded creature, you may use your power to dominate there blood and create a wound on that creature, Making that creature roll a Constitution saving throw equal to your Hemocraft DC Or take 8d8 Necrotic damage and 3d6 piercing damage.
Binding Brand
At 11th level, your evolved hemocraft lets your Brand of Castigation to truly bind your target. The creature losses 2 AC while branded and has disadvantage on dexterity, strength and constitution saving throws. You know the branded creatures exact location while it is still in the same plane as you. While you are in 30ft of a branded creature, you may use your power to dominate there blood and create a wound on that creature, Making that creature roll a Constitution saving throw equal to your Hemocraft DC Or take 8d8 Necrotic damage and 3d6 piercing damage.
Bloodbending
At 15th level your gain the ability to freely manipulate the blood of others to a dastardly degree . As an anctiok you can use your new-found ability to lock the blood flow to all non-vital organs of a creature, the creature must make a constitution saving throw equal to your hemocraft DC or be Paralysed for 1 minute and in both cases they take 10d8 necrotic damage. You can only use this feature once per long rest
Bloodbending
At 15th level your gain the ability to freely manipulate the blood of others to a dastardly degree . As an anctiok you can use your new-found ability to lock the blood flow to all non-vital organs of a creature, the creature must make a constitution saving throw equal to your hemocraft DC or be Paralysed for 1 minute and in both cases they take 10d8 necrotic damage. You can only use this feature once per long rest
Supreme Hemocraft
At 18th level, your able to seamlessly incorporate your Hemocraft into your fighting.
when you use an action or bonus action to either attack, use a blood curse or activating a crimson right, you may also do the other two in that same action or bonus action if it is possible (e.g you couldn't take the attack action with your bonus action)
whilst a blood curse or crimson right is active you gain an additional extra attack.
the damage dealt by your brand of castigation becomes quadrupole your Hemocraft modifier (minimum of 4).
Previous Versions
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6/23/2024 2:09:11 PM
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8/18/2024 1:31:22 PM
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