Blood Hunter
Base Class: Blood Hunter

The order of the blood knights doesn't focus on a specific threat but rather honing their abilities to create unstoppable weapon against insurmountable threats. Blood knights are masters of blade combat and will dedicate their very life force to strengthening their equipment. Being the newest but most versatile order among the blood hunters, they are unafraid of pain in order to defend the greater good.

Crimson Overload

You can temporarily boost the power of an active crimson rite until the end of your turn. You take two hemocraft die of damage as a bonus action and add the damage taken this way to your weapon attacks. This damage is added onto standard crimson rite damage but is not increased by a critical hit or any other damage buffing source. If the weapon uses ammunition, this damage is applied to the ammunition fired rather than the actual weapon.

This is done as a bonus action and the effect ends after one attack whether the attack hits or misses. You can use this feature a number of times equal to your proficiency bonus per long rest.

 

 

Total Focus

Starting at 3rd level, you can take one hemocraft die of damage as a bonus action and gain complete focus until the end of your next turn. You become immune to the charmed and frightened condition until the end of your next turn. In addition, you gain advantage on all attacks made during this time. This can be used as a bonus action and can be used a number of times equal your proficiency bonus per long rest.

Crimson Battle Rage

At 7th level, you can expend a blood maledict charge to gain temporary hit points equal to twice your blood hunter level and you gain +2 to AC for 10 minutes.

Amplify: If you take a hemocraft die of damage in addition to expending a blood maledict charge, that AC bonus changes to +3 and you gain one additional temporary hit point per blood hunter level.

This can only be activated as a bonus action or main action.

Battle expansion

Upon reaching 11th level, you gain the ability to cast one of the following abilities:

 

Death dash (1 action)- you can move up to 30 feet toward a target and make one melee attack against said target

 

Defensive Shroud (1 reaction)- you create a shield of energy around you as a reaction to being attacked or targeted by a spell. It raises your AC by +3 and gives you advantage on whatever spell save you reacted to

 

Destructive Cleave (1 action)- you make a melee attack and if you strike a creature, you send a burst of necrotic damage past them in a 15ft cone. Any creature caught in this radius must make a dex save of 10 plus your hemocraft modifier or take 2d6 necrotic damage. On a successful save, they take half of the rolled damage.

 

Defiant Strike (1 bonus action)- the next time you make a melee attack, you have advantage and, on hit, you regain 1d8 + your blood hunter level of health.

 

You get 3 uses when you gain this feature and another use at 14th level and 17th level. You regain all expended uses at a short or long rest, alternatively, you can end all active crimson rites to regain 1 use.

Hemocraft Revival

At 16th level,  when you reduce a creature to 0 hit points, you heal hit points equal to the damage of the attack. This applies even if the creature doesn't take all of the damage. The feature can only be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2025 6:46:28 PM
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