Blood Hunter
Base Class: Blood Hunter

Members of the Sanguinary Court specialize in the manipulation and utilization of blood. They use it to empower their combat abilities, heal wounds, and even sustain their lives past normal mortal creatures.

The founder of this ancient order was a former thrall of a powerful vampire lord that miraculously broke free from his master's influence amd used his newfound mastery to subdue and bind the vampire lord. With the creature bound he was able to further study and perfect his sangromancy. Some speculate that the founder was not a man at all but the very vampire lord seeking new ways to increase his influence and power while creating a new form of vampiric minion free to walk amongst humans without fear of the sun.

Sanguinary Armaments

When you choose this archetype at 3rd level, as a bonus action choose a weapon(s) you are wielding and roll damage. That damage is dealt to you and bypasses all resistances. You may now summon a copy of that weapon from your crystalized blood that floats next to you and can attack independently. As a free action you can dismiss any number of active bloodied weapons to regain the hit points that were lost upon summoning it. If your Hit points drop to 0 any summoned weapons are dispelled.

At 5th level you may summon a second weapon, at 10th level you may summon a third, and at 15th level you may summon a fourth. You must roll damage for each additional weapon summoned. You can summon any amount of weapons as a single bonus action.

Bathed in Blood

When you choose this archetype at 3rd level, Once per short rest when you score a critical hit you gain temporary hit points equal to the damage dealt

On Crimson Wings

At 7th level, as a bonus action you can expend 1 of your hit dice to manifest a pair of blood wings from your back and gain a flying speed equal to your move speed. These wings last for 1 hour or if your hit points drop to 0. 

The wings can be dismissed early at the cost of expending another hit dice, however you will immediately receive hit points as if you spent the hit dice to heal. This ability can't be used if you have no hit dice to spend.

Chains of Blood

Starting at 11th level, once per long rest you may choose up to 3 targets within 60ft, each target must make a dexterity save DC 17 or be shackled in place by hardened bloody chains reducing their move speed to zero. Affected targets can attempt to break free from the chains with a strength save DC 15. On a failed attempt target takes 4d6 piercing damage. On a successful attempt you can instead use your reaction to reinforce the blood chains negating their save, but you take 4d6 piercing damage

Reinforced Coagulation

Beginning at 15th level, Once per combat as a bonus action roll one of your hit die and add that result to your total AC. This ability can be used once per long rest

Arterial Arsenal

At 18th level, As a bonus action, you may make an additional attack with each of your summoned weapons and heal for the full amount of damage dealt by each weapon.

Each time this ability is used it comes at the cost of 1 death saving throw. Failed Death saving throws are cleared only after a long rest.

If you have 3 failed Death saving throws as a result of this ability you enter a Fatal Frenzy.

While in Fatal Frenzy you and all your summoned weapons score critical hits on hit rolls of 15 and heal for all damage dealt. As soon as combat ends you immediately die. If you die as a result of Fatal Frenzy you can not be resurrected by any means.

 

Comments

Posts Quoted:
Reply
Clear All Quotes