Blood Hunter
Base Class: Blood Hunter

The path of the Blood Hunter is that give of themselves to prevent tragedy from otherworldly forces. If failing that, most give of themselves to avenge it. You give of yourself to heal the damage.

 

Giving the Rite

3rd level Order of the Donnor

As a bonus action, you can tap your weapon that is under the effects of your crimson rite against an ally's weapon & transfer the rite to that weapon. The ally's weapon maintains the rite as long as the rite would last & you maintain concentration.

Also, as a reaction to you hitting a creature (with blood in their body) with a crimson rite attack, you may make a medicine check & cause that creature to regain HP = 1/2 the check.

Medical Expertise

7th level Order of the Donnor feature

Whenever you use a healer's kit, the creature you used it on regains HP = a roll of your hemocraft die + your hemocraft MOD.

Give & Take

11th level Order of the Donnor feature

You a number of charges = 1/4 your blood hunter level (rounded up) + 1 that you can use to cast the spells Vampiric Touch or Life Transference . The level the spells are cast at = 2 + number of charges used. Also, you can replace any die used in the spell with a hemocraft die.

Blood Cure

15th level Order of the Donnor feature

You can invert the effects of your Blood Curses to bolster an ally. (Bellow list ONLY THE CHANGES TO THE BLOOD CURSES, ALL OTHER ASPECTS OF CURSE REMAIN THE SAME)

Anxious: Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have disadvantage. (Amplify): The next Wisdom saving throw the cursed creature makes before this curse ends have disadvantage.
Binding: The cursed creature’s speed is doubled until the end of your next turn. (Amplify): This curse lasts for 1 minute and can affect any creature regardless of size.
Bloated Agony: For the duration, the creature has advantage on Strength checks and Dexterity checks, and reduces the total damage from a round by 1d8. 
Exposure: you can use your reaction to temporarily bolster its resilience. Until the end of the target’s next turn, it gains resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). (Amplify): The target instead gains invulnerability to the damage types of the triggering attack or spell but has vulnerability to those damage types until the end of its next turn.
Eyeless: You can use your reaction to roll one hemocraft die and add the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. 
Fallen Puppet: The creature also regain HP = 1 roll of your hemocraft die.
Marked: Creature gain hp = to the rite damage you would have taken.
Muddled Mind: The creature has advantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn. (Amplify): The cursed creature has advantage on all Constitution saving throws made to maintain concentration until the end of your next turn.
 

Blood Bank

18th level Order of the Donnor feature

While you have either your Crimson Rite or Blood Curse active, you regain 1 hit point at the start of each of its turns (10 hit points each minute). Any severed body members (fingers, legs, tails, and so on) are restored after 2 minutes. If you have the severed part and hold it to the stump, the limb is knitted to the stump over the course 1 minute.

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