Blood Hunter
Base Class: Blood Hunter

With in your blood, you have begun to understand its properties and use it as a bonding agent

Blood Bound Armor

Level 3 Order of the Blood Bond feature

Starting at 3rd level, you gain proficiency with heavy armor.

Also, you learn a blood ritual that creates a magical bond between yourself and one suite of armor. At the cost of your own blood, you perform the ritual over the course of 1 hour, which can be done during a short rest, afterwards you take one damage roll of your Hemocraft die. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond.

If the armor normally has a Strength requirement, the blood bound armor lacks this requirement for you.

Once you have bonded the armor to yourself, the armor attaches to you and can’t be removed against your will. The armor also replaces any missing limbs, functioning identically to a limb it replaces.

The armor continues to be bound until you don another suit of armor or you die.

Blood Bound Weapons

Level 3 Order of the Blood Bond feature

Starting at level 3 you learn to bound your weapons through the use of your Crimson Rite. Any weapon with an active Crimson Rite is now bonded to you.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. When you attack with a bonded weapon, you can use your Hemocraft modifier, instead of Strength or Dexterity, for the attack and damage rolls. 

You can have up to two bonded weapons but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Hemocraft - Intelligence

Hemocraft - Intelligence 

Hemocraft - Wisdom

Hemocraft - Wisdom

Eternal Bond

Level 7 Order of the Blood Bond feature

Upon reaching 7th level, if you are reduced to 0 hit points but not killed outright, you can absorb your blood bound armor, thus breaking the bond, to drop to hit points equal to 1 roll of your Hemocraft die instead. You can't use this feature again until you finish a long rest.

Bloodied Brand

Level 11 Order of the Blood Bond feature

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, renewing your life force through your Crimson Rite. Once per turn, whenever you hit a creature branded by you with a weapon for which you have an active crimson rite, you gain temporary hit points equal to the damage done by your active Crimson Rite.

Blood Curse of the Frenzied

Level 15 Order of the Blood Bond feature

At 15th level, you hone your hemocraft to send the minds of your enemies into a blood frenzy. You gain the Blood Curse of the Frenzied for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Frenzied

As a bonus action, you choose one creature you can see within 30 feet of you and send them into a blood frenzy. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Amplify. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Furthermore, if the target attacks a target other than you, they take 3d6 psychic damage.

Blood Bound Mastery

Level 18 Order of the Blood Bond feature

At 18th level, you have mastered using your blood as a bonding agent. While wearing armor that is bound by blood, you gain an additional +2 AC and +1 to saving throws. Also, while wielding a weapon which is bound by blood it gains an additional damage die for your crimson rite damage.

Previous Versions

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