Fighter
Base Class: Fighter

Bloodhooks are predators who turn the battlefield into a hunting ground. With jagged hooks and chains, they close the gap in an instant, dragging prey into their reach or hurling themselves headlong into the fray. Where others falter, they endure—each strike and every wound feeding into a grim alchemy of blood and death. By hurling grisly projectiles infused with necromantic energy, a Bloodhook rends both flesh and spirit, detonating their quarry in bursts of gore that restore their own vitality.

Whether born of a cursed hunting tradition, gladiators who survived by clawing life from their foes, or forgotten warbands who bound themselves to the flow of blood itself, all Bloodhooks embody the same brutal truth: survival belongs to those who chain their enemies, tear them apart, and drink deep of the violence.

Claw Shot

At third level you create a wrist mounted device. You can use this device as you are proficient with it. As a bonus action you can shoot out a grappling hook from the device. The grappling hook can pull something toward you, or launch you forward. When you use your claw shot you can either choose to pull or launch.

Pull:

You shoot out a grappling hook to any point within 60 feet of yourself. If the point is on an object you can attempt to pull that object toward you. If the point is on a creature, the creature must make a strength saving throw against your save DC (8 + your proficiency bonus + your strength or Dexterity modifier). On a successful save, the creature is not moved. On a failed save you pull the creature, in a straight line, to any point between you and it.

Launch:

You shoot out a grappling hook to any point within 60 feet of yourself. If the point is on the ground, a large creature, or an object that is anchored enough, you can attempt to pull yourself toward that in a straight line. 

Whether you choose to pull or launch, if the grappling hook hits a creature, the creature takes piercing damage equal to 1d4 + your Str/Dex bonus.

beyond this you gain proficiency with tinker's tools so you can do maintenance on your device during rests.

Bloodflare

Level 3: Bloodflare

At level 3, your wrist mounted device can also harm your foes with explosive force.

As an attack, you shoot a fiery explosion from your wrist mounted device  as part of this you can "mark" one creature who will then have disadvantage and you will regain HP equal to half the damage they sustain from this. Each creature in a 20ft sphere originating from you must make a dexterity saving throw. On a failed save, a creature takes 4d6+5 fire damage, is pushed 5ft away, and is knocked prone. On successful save, the creature takes half damage, is not pushed back, and is not knocked prone.

You can use this a number of times equal to your proficiency bonus and regain use of this ability when you finish a long or short rest. You also regain use of this ability whenever you roll damage against a creature with a great sword or maul and both of the numbers on the rolled damage die are the same. The damage must be dealt to a hostile enemy and not a defenseless creature, you psychopath.

The damage increases to 6d6+5 at level 5, 8d6+5 at level 10, and 10d6+5 at level 15.

Blood Reflex

Level 7: Blood Reflex

When you are about to meet an untimely end, you can immediately dodge to safety.

When you are reduced to 0 hit points, you can ignore that instance of damage instead and move up to half your speed, without provoking attacks of opportunity. This feature does not use your reaction. 

You can't use this feature again until you finish a short or long rest.

Scarlet Reaver

10th-level Bloodhook feature

Your flame becomes both weapon and shield. Even when all seems lost, your rage and feral vitality surge forth, letting you strike with deadly precision while siphoning life from those who would finish you.

  • Activation. You can activate Crimson Overdrive only when you are below half your hit points and have no remaining uses of Bloodflare. When you do, you enter a blood-fueled frenzy for 1 minute.

  • Effect. While in Crimson Overdrive:

    • Your weapon attacks deal an extra 1d8 fire damage (your choice when you gain the feature).

    • Whenever you deal damage to a creature while in this state, you regain hit points equal to half the fire damage dealt.

  • Once per Rest. You can use this feature once per short or long rest.

 

Cinderstride

15th-level Bloodhook feature

When you launch yourself with your Claw Shot, your path and your strikes erupt in flames, scorching all who stand in your way.

  • Weapon Ignition. when you use the claw shot your weapon immediately ignites:

    • Your weapon ignites for 1 minute.

    • While ignited, it deals 1d6 fire damage on a hit.

    • The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

  • Trail of Flames (Rider Effect). Whenever you move using your Claw Shot, any hostile creature you pass within 5 feet of takes 1d6 fire damage. This effect lasts until the start of your next turn.

Crimson Vigil

Level 18: Crimson Vilgil

Your ability to sense danger and avoid it has become on par with a demi-god.

When you use your Bloodflare, you gain temporary hit points equal to double your fighter level + your proficiency bonus. These temporary hit points last until the end of your next turn.

Additionally, you gain one more use of your sixth sense feature.

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