Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Sanguine Brawler embrace hemocraft not as a curse, but as a perfected weapon. Through relentless self-sacrifice, they harden their bodies, amplify their strikes, and thrive where others would fall.

Level 3: Crimson Bulwark

When you activate a Crimson Rite, you may also enter a Bulwark State for the duration of that rite (no action required). While in this state, you gain temporary hit points equal to your Blood Hunter level + your Constitution modifier and gain a +1 bonus to AC. The Bulwark State ends when the Crimson Rite ends.

Also when you take this subclass option, you gain access to Sanguine Brawlers unique Blood Maledict option;

Blood curse of Sanguine Barbs: As a reaction reduce an incoming attack by 1 Hemocraft die, and have Adv on next attack against that creature

Amplify: Reduce all incoming damage by 1 Hemocraft die for 1 minute, gain Adv on any creature that attacks me until the end of my next turn. 

Level 3: Hemocraft Surge

Once per turn, when you hit a creature with a weapon attack empowered by a Crimson Rite, you may take hemocraft damage equal to your hemocraft die to deal additional damage equal to twice your hemocraft die.

Level 7: Blood-Soaked Resilience

When you take damage from a creature you can see, you may use your reaction to reduce the damage by an amount equal to your hemocraft die plus your Constitution modifier. If this reduces the damage to 0, you gain temporary hit points equal to your hemocraft die.

Level 11: Juggernaut Momentum

While you are below half your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage, and your weapon attacks deal additional damage equal to your Constitution modifier. If you start your turn below half your hit point maximum, your speed increases by 5 feet until the end of that turn.

Level 15: Crimson Overdrive

As a bonus action, you may enter Crimson Overdrive for 1 minute that cannot be ended early. While active, your weapon attacks deal an additional hemocraft die of damage, and you have advantage on Strength and Constitution saving throws. At the start of each of your turns, you take hemocraft damage equal to one roll of your hemocraft die. This damage cannot be reduced.

Level 18: Avatar of the Bleeding Edge

When you are reduced to 0 hit points but not killed outright, you may instead drop to 1 hit point. For the next 1 minute, you gain resistance to all damage, your weapon attacks deal maximum Crimson Rite damage, and you regain hit points equal to half your Constitution modifier (rounded down) at the start of each of your turns. When this effect ends, you gain one level of exhaustion.

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