Blood Hunter
Base Class: Blood Hunter

After undertaking the Hunter's Bane, blood hunters of the Order of Bloodsmiths gain the ability to manipulate, shape, and harden their own life essence into weaponry. These esoteric warriors forswear wielding physical weapons, instead utilizing only these armaments they forge from their own blood. This, in turn, allows them to hone their martial prowess to a deadly degree, becoming highly adaptable combatants who master a wide range of different weapons, summoning a different one for every situation.

Bloodsmith's Arsenal

Beginning when you join this order at 3rd level, you can solidify your blood into weaponry. As a bonus action, you can conjure forth an orb of blood by taking necrotic damage equal to one roll of your Hemocraft die, which cannot be reduced in any way. The orb of blood lasts until you finish a short rest or long rest, or until you are killed, and hovers near you for the duration. Whenever you would make a weapon attack while the orb is by you, you can choose to shape and harden the blood into a weapon to make the attack with. The weapon appears in your free hand, lasts until you attack with it, and takes the form of a weapon that you’re proficient with. On a hit, it deals either necrotic damage or its normal damage type, and does not require ammunition to utilize if it normally would. You can apply a Crimson Rite you know to the orb, applying its effects to any weapons you shape the orb into for the duration.

Crimson Strike

Also at 3rd level, you can momentarily empower the weapons of your Bloodsmith's Arsenal through hemocraft. Once on each of your turns when you attack with a weapon created through your Bloodsmith's Arsenal feature, you can apply one special effect to the attack based on the weapon’s properties:

Finesse. You gain advantage on the attack roll. On a hit, the target has disadvantage on the next saving throw you force it to make.

Heavy. On a hit, the target and each creature of your choice within 5 feet of it must make a Strength saving throw. On a failed save, a creature is knocked prone and cannot take reactions until the beginning of your next turn.

Melee. On a hit, you gain a number of temporary hit points equal to two times your Hemocraft modifier (minimum of 2), and the target cannot regain hit points until the beginning of your next turn.

Ranged. On a hit, the target must make a Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.

Reach. On a hit, a 30-foot long, 5-foot wide line of bursting blood forms behind the target. Each creature of your choice within the line must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to one roll of your Hemocraft die.

Thrown. On a hit, the target must make a Strength saving throw. On a failed save, it is pulled 15 feet towards you, and has its movement speed reduced to 0 until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus per short- or long rest.

Shield of Blood

At 7th level, you can solidify your blood to protect yourself and others. When you or an ally that you can see within 15 feet of you is targeted by an attack while your Bloodsmith’s Arsenal feature is active, you can use your reaction to grant the target a +3 bonus to its AC against the attack and until the beginning of your next turn. While protecting a creature in this way, you cannot use the orb of blood to summon weapons.

Infused Ichor

At 11th level, you’ve learnt how to further imbue your blood with hemocraft. When you activate your Bloodsmith's Arsenal feature, you can imbue the orb of blood with a Crimson Rite you know as part of the same bonus action. When you do so, you only roll one Hemocraft die to determine the damage taken, instead of rolling for both features.

Deep Wounds

At 15th level, you've refined the quality of the weapons you shape from your blood. Whenever you use your Crimson Strike feature, the attack’s main target takes extra necrotic damage equal to one roll of your Hemocraft die.

Blood Curse of Shattered Armor

At 18th level, you can manipulate the blood of an enemy to expose its weak points. You gain the Blood Curse of Shattered Armor for your Blood Maledict feature. This does't count against your number of blood curses known.

Blood Curse of Shattered Armor. As an action, you can force a creature you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the target is exposed until the end of your next turn. While exposed, all attacks made against the target score critical hits on a roll of 18-20.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Order Of Bloodsmiths Image

Comments

Posts Quoted:
Reply
Clear All Quotes