Blood Hunter
Base Class: Blood Hunter

Every blood hunter knows that there is great power to be found in one’s blood. But the Order of Primordial Blood has found a way to infuse their blood with the chaotic power of the Elemental Planes. Like no other order, they change the properties of their blood to take down every monster that threatens the innocent.

Level 3: Vindictive Spark

When you take damage you deal acid, cold, fire, lightning or thunder damage (your choice) equal to your Hemocraft modifier to a creature 5 feet away from you.
This can occur once per turn.

Level 3: Overflowing rites

When you activate your Crimson Rites once per short or long rest, you can choose a second weapon you are wielding and activate the Crimson Rite on it for free.

Level 7: Scarlet Geyser

When you make a weapon attack on your turn, you can choose to take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. After doing so, you can replace one of your attacks to create a geyser of pressurized blood.

The geyser originates at a point you can see within 15 feet of you and travels in a straight line for 15 feet that is 5 feet wide. Each creature in the line must make a Strength saving throw against your Hemocraft save DC. On a failure, a creature is pushed to the end of the line.

If a creature is pushed into a solid object, it takes bludgeoning damage equal to the necrotic damage you took to activate this feature. If it collides with another creature, both creatures take this damage.

On a successful save, the creature is not moved.

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

Brand of draining

Starting at 11th level, your Brand of Castigation forms a draining link between you and the target. While a creature is affected by your Brand of Castigation, you can use a bonus action to drain its defenses.

Choose one damage type to which the branded creature has resistance or immunity. If the creature has resistance to that damage type, it loses that resistance. If it has immunity to that damage type, it instead becomes resistant to that damage type.

For as long as the creature is affected by your Brand of Castigation, you gain resistance to the chosen damage type. You retain this resistance until you finish your next long rest.

You can only gain resistance to one damage type at a time through this feature.

Level 15: Blood Curse of Wrathful Maelstrom

Starting at 15th level, you can empower your blood even further through the power of your blood curses. You gain the Blood Curse of Wrathful Maelstrom as an additional option for your Blood Maledict feature. This blood curse does not count against your number of blood curses known

Level 18: Blood-Soaked Flare-Up

Starting at 18th level, when you are reduced to half your hit points or fewer for the first time during a combat, you can use your reaction to teleport to an enemy you can see within 30 feet of you, or to a creature currently affected by your Brand of Castigation.

Immediately after you teleport, the target takes 8d6 acid, cold, fire, lightning, or thunder damage (your choice).

You can use this feature once a once per short or long rest.

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