Blood Hunter
Base Class: Blood Hunter

Other blood hunter orders rely to much on brute strength to slay the evils of the world never learning the full potential of the flesh. Over looking their most powerful resource there own blood. Those who know the strength of blood magic over swords or claws become some of the most powerful. The Order Of The Curse Binder know this all to well. 

Rite Of Blood

Starting at 3rd level Cover your Weapon in your cursed blood.

• Your Rite is acid damage

• add your constitution modifier to damage

 

 At 10th level as a reaction you can manifest Rite Of Blood if a creature sends you at or below half your hit point maximum. 

Maleficium Master

At 3rd level Your mastery of blood magic allows you to use your blood maledict more frequently then other blood hunters. 

You can use your blood maledict ability an extra amount of times equal to your proficiency bonus and constitution modifier 

Blood Curse Of Draining

At third level you gain the Blood Curse Of draining. For a use of your blood maledict you can Siphon the Blood of a creature 30ft away. The creature must make a con saving throw or take 3 hemocraft die of necrotic damage. You receive hp equal to half the necrotic damage dealt

Amplify: You can target another creature within 30ft for every hemocraft die used to amplify the curse.

Blood Curse Of Impalement

Beginning at 7th level you gain the Blood Curse Of Impalement for your blood maledict feature. As an action you take the blood from your body dealing 3 hemocraft die to yourself as you create a spear out of it. You toss the spear at an creature 120ft away (to hit dex mod + prof bon). The creature takes 4d12 + blood maledict mod of acid damage. 

Amplify: absorb the blood of a creature within 30ft of you. Target must make a con save or take 3 hemocraft die worth of damage or half on a success. The targets blood mixes with yours as you gain an extra 2d12 on a successful con save or take 1d12 on a failed.

Brand Of Hemorrhage

At 11th level When you brand a target your blood seeps into there skin through the brand while the brand is active every attack made with a rite weapon or a blood curse now deal an extra hemocraft die (even if the curse doesnt deal damage). 

Starting at level 14 targets branded by you take acid damage equal to your constitution modifier the end their turn.

 

 

 

Blood Curse Of Explosive Tissue

At 15th level you gain the Blood Curse Of Explosive Tissue. As an action a creature within 150ft must make a con saving throw. If it fails it takes 10d8 acid damage half on a success. If the target dies its body explodes in a 30ft radius sphere. Everyone within range must make a dexterity saving throw or take 6d6 bludgeoning damage and be knocked prone. On a success the target takes half damage and suffers no other affects.

Amplify: your blood inside the exploded person's body marks the unfortunate. The target takes and extra 4 hemocraft die of damage and if the target dies everyone who fails the dex save is marked by your brand of the Castigation. 

Blood Cursed Spikes

At level 18th you gain the Blood Cursed Spike for your blood maledict feature. You cause every creature of your choice within a 50ft sphere to make a con saving throw. On a failed save a creature takes 8d10 pricing damage and 8d10 acid damage. Creatures Cursed in this way are paralyzed until the end of your next turn as blood spikes rip from the creatures skin. 

Amplify: creatures who fail are paralyzed for a minute and blood curses effect them as if they were Amplified without the need.

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