Blood Hunter
Base Class: Blood Hunter

Blood is more than a tool to you — it is your weapon, your armor, your ally. Warriors of this Order bind their weapons to their very life essence, calling blades from their veins and shaping spectral phantoms from their suffering. In battle, they are living weapons, grim avatars of pain and precision

Level 3: Bloodbound Weapon

As an action, you may touch a weapon and bind it to yourself. While bound:

  • As a bonus action, you may dissolve the weapon into your blood or summon it from your blood. No components are required.
  • When summoning the weapon, you may activate a Crimson Rite on it as part of the same bonus action.
  • You may use your hemocraft modifier instead of Strength or Dexterity for attack and damage rolls with the weapon.
  • The weapon is considered magical if it is not already.
  • You may only have one bloodbound Weapon at a time. Binding a new weapon replaces the previous one.

The weapon remains bound until you bind a new one, die, or dismiss the bond as a bonus action. When dissolved, it is treated as being stored within you — it cannot be seen or interacted with.

Level 7: Crimson Phantasm

You can cast Sanguine Weapon without expending a spell slot or material components. When you do, you take necrotic damage equal to (spell level ÷ 2, rounded down) × one roll of your Hemocraft die.

You may cast this version of Sanguine Weapon at a spell level up to half your Blood Hunter level (rounded down).

Amplify. When you cast Sanguine Weapon , you can amplify it like a Blood Curse:

  • The first attack made by the weapon deals double damage.
  • You take double the necrotic damage from casting it.

Level 15: Living Blade

While your Bloodbound Weapon is summoned:

  • It cannot be disarmed.
  • You have resistance to opportunity attack damage.
  • When you would be reduced to 0 hit points but not killed outright, you may choose to dissolve your weapon into your blood instead and drop to 1 hit point. Once used, this feature can't be used again until you finish a long rest.
  • When you summon your Bloodbound Weapon, you may choose to deal maximum damage on the first attack you make with it that turn. You may use this benefit once per turn.

Level 18: Blood Curse of the Severed Oath

Blood Curse of the Severed Oath
As a reaction when a creature you can see makes an attack or casts a spell, you may attempt to sever their will from their blood.

The creature must make a Constitution saving throw against your Hemocraft save DC.

  • On a failed save, the attack or spell is wasted, and the creature is silenced (unable to speak or cast spells with verbal components) until the end of its next turn.
  • On a successful save, the spell or attack proceeds, but the creature is still silenced until the start of its next turn.

Amplify. On a failed save, the creature takes 6d10 necrotic damage, and is silenced for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Blood Curse of the Severed Oath

As a reaction when a creature you can see makes an attack or casts a spell, you may attempt to sever their will from their blood.

The creature must make a Constitution saving throw against your Hemocraft save DC.

  • On a failed save, the attack or spell is wasted, and the creature is silenced (unable to speak or cast spells with verbal components) until the end of its next turn.
  • On a successful save, the spell or attack proceeds, but the creature is still silenced until the start of its next turn.

Amplify. On a failed save, the creature takes 6d10 necrotic damage, and is silenced for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Level 11: Brand of the Crimson Bond

While a creature is branded by you:

  • Whenever it deals damage to you or an ally within 30 feet of you, it takes psychic damage equal to your Hemocraft modifier.
  • As a reaction when a branded creature makes an attack roll, you can cause their blood to rebel, imposing disadvantage on that attack. You may use this reaction a number of times equal to your Hemocraft modifier per long rest.

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