Blood Hunter
Base Class: Blood Hunter

Members of the Order of the Bloodweaver are masters of controlling blood outside their own bodies, and use this talent to wield uncanny, magical weapons and siphon the life force from their opponents. Bloodweavers are required to undergo an intensely painful and deadly trial where their bodies are cut open and left to bleed out. to pass the trial, they must gain control of the blood spilling out of their body and successfully recollect it inside themselves to become a member of the order. most Bloodweavers are known for their strange philosophies: they have no reservations regarding taking life and spilling blood but heavily despise anyone who takes a life 'without a purpose'. To them, life and blood are but resources to be spent but are still considered valuable and not to be traded lightly. Most Bloodweavers are constantly travelling, searching for ways to not waste the blood flowing through their veins. 

Level 3: Hemokinesis

When you join this order at 3rd level, you learn to create magical weapons from your blood. When you gain this feature, you know how to make 2 different weapons from the list below. This number increases to 3 at level 7 and again to 5 at level 11. During a long rest, you can take the time to familiarize yourself with a different weapon and swap out one of the weapons you know with another from the list below.

As a bonus action, you can take necrotic damage equal to your hemocraft die plus your hemocraft modifier that cannot be reduced in any way (minimum of 2). doing so creates a weapon out of blood from your chosen weapons, as long as two of your hands are free. Your attack modifier for these weapons is your hemocraft modifier plus your proficiency bonus. Each weapon deals necrotic damage, and has different properties, as shown below: 

  • Greatsword: 3d6 + hemocraft modifier, range 5ft. 
  • Whip: 1d6 + hemocraft modifier, range 20ft. 
  • Longbow: 1d10 + hemocraft modifier, range 150/600ft. 
  • (level 5 required) Scythe: 1d12 + hemocraft modifier, range 10ft. 
  • (level 7 required) Flail: 2d4 + hemocraft modifier, range 20ft.
  • (level 9 required) Bell: range 60ft. On your turn, as an action, you may move the bell to an unoccupied space within range. If you do so, all creatures within 5 feet of the bell must make a constitution saving throw or take 2d10 damage + hemocraft modifier. If your Crimson Rite is active, you may add its damage to the damage roll.

As a bonus action, the weapon can be integrated back into your body, healing you equal to your hemocraft modifier (minimum of 1). You can target this weapon with your crimson rite feature.

Additionally, at level 7 and again at level 15, each weapon gains +1 to hit and damage rolls. 

Hemocraft Modifier: Intelligence

Your chosen Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your chosen Hemocraft modifier is Wisdom.

Hemokinesis Weapons

 

  • Greatsword: 3d6 + hemocraft modifier, range 5ft. 
  • Whip: 1d6 + hemocraft modifier, range 20ft. 
  • Longbow: 1d10 + hemocraft modifier, range 150/600ft. 
  • (level 5 required) Scythe: 1d12 + hemocraft modifier, range 10ft. 
  • (level 7 required) Flail: 2d4 + hemocraft modifier, range 20ft.
  • (level 9 required) Bell: range 60ft. On your turn, as an action, you may move the bell to an unoccupied space within range. If you do so, all creatures within 5 feet of the bell must make a constitution saving throw or take 2d10 damage + hemocraft modifier. If your Crimson Rite is active, you may add its damage to the damage roll.

 

Hemo Bell

Hemo Bell

Hemo Bell

Hemo Bell

Hemo Chain

Hemo Chain

Hemo Chain

Hemo Chain

Hemo Dagger

Hemo Dagger

Hemo Dagger

Hemo Dagger

Hemo Dragon's Breath Shotgun

Hemo Dragon's Breath Shotgun

Hemo Dragon's Breath Shotgun

Hemo Dragon's Breath Shotgun

Hemo Flail

Hemo Flail

Hemo Flail

Hemo Flail

Hemo Greatsword

Hemo Greatsword

Hemo Greatsword

Hemo Greatsword.

Hemo Longbow

Hemo Longbow

Hemo Longbow

Hemo Longbow

Hemo Scythe

Hemo Scythe

Hemo Scythe

Hemo Scythe

Hemo Whip

Hemo Whip

Hemo Whip

Hemo Whip

Pure Blood

Starting at 7th level, your precise control of your blood allows you to filter out any toxins in your body. You are immune to any disease or illness, and you gain advantage on saving throws to resist poisons. 

Sanguine Siphon

Again at 7th level, your mastery of blood allows you to manipulate the blood of your victims as well as your own. whenever you deal damage to a blooded enemy with your hemokinesis weapon, you may use a bonus action to heal HP equal to a roll of your Hemocraft Die. 

This feature has charges equal to your proficiency bonus and refreshes on a short rest. 

Crimson Arsenal

At level 11, each of your Hemokinesis weapons gains an additional benefit:

  • Greatsword: Your weapon increases in size and weight, extending your reach by 5ft. additionally, whenever you roll a 1 or a 2 on a damage dice, you can reroll and take the higher roll. 
  • Whip: Your weapon grows sharp spikes on the end of the whip that lacerate your enemy. Whenever you hit an enemy with this weapon, you lacerate their body, causing them to take 2 necrotic damage at the start of their turn until they receive healing. This effect can stack. 
  • Longbow: You gain the ability to control the course of the missiles fired from this weapon. You have advantage on attack rolls against enemies you can see. Additionally, whenever you hit an enemy with an attack, once per action, you can make an attack against an enemy within 10 feet of the original enemy, using the attack roll and damage roll from the original enemy.
  • Scythe: Whenever an object or creature is hit by an attack with this weapon, they must succeed a DC 15 Wisdom saving throw or become afraid of you until the end of your next turn. 
  • Flail: Whenever you hit an object or creature with this weapon, that object or creature is pushed 10 feet away from you in a straight line. Additionally, they must succeed a DC 15 Dexterity saving throw or fall prone. 
  • Bell: Any creature that suffers damage from this spell cannot heal until the beginning of your next turn. Additionally, if a creature fails their saving throw 3 times consecutively, they become stunned until the end of your next turn. If they fail their saving throw while stunned, they become stunned for an additional turn. 

Additionally, you gain additional weapon options for your Hemokinesis ability:

  • Dagger: 1d4 damage + hemocraft modifier, range 5ft. Whenever you create this weapon, you also summon an additional dagger that floats next to you. whenever you make an attack with the first dagger, the second dagger will also make an attack roll against the same target, using the same to hit modifier. It deals 1d4 necrotic damage, and it shares active crimson rites with your other dagger. 
  • (Level 13 required) Dragon's Breath Shotgun: deals damage equal to your hemocraft die plus your hemocraft modifier, range 30/90ft. When a crimson rite is active on this weapon, all damage dealt by the weapon is the damage type of your crimson rite. If you damage a creature within 30 feet of you with this weapon, they must succeed a DC 13 Constitution saving throw or suffer an effect depending on the active crimson rite, as shown below. If no crimson rite is active, the target falls prone.
    • Rite of the Flame: The creature takes 2d6 fire damage at the start of every turn. As an action, a creature within 5ft of the afflicted creature can douse the fire to end the effect.
    • Rite of the Frozen: The creature becomes petrified until the end of your next turn.
    • Rite of the Storm: The creature becomes stunned until the end of your next turn. When the condition ends, the creature cannot take reactions until the end of its next turn.
    • Rite of the Dead: The creature becomes poisoned for the next minute, and their speed is halved until the end of their next turn.
    • Rite of the Oracle: The creature becomes charmed until the end of your next turn. Additionally, on your turn, you may use a bonus action to command the charmed creature to
    • make an attack against a target within its range. The DM determines the nature of the attack, although it must deal damage if possible.
    • Rite of the Roar: The creature becomes deafened for the next minute and is thrown 10 feet upwards and 15 feet away from you in a straight line.
  • (Level 15 required) Chains: 1d10, range 15ft. When this weapon is active, the chains float around you and give you a +3 to AC. On your turn, you may use a bonus action to make up to 3 additional attacks. For each attack you make in this way, you decrease your AC by 1 until the start of your next turn.

Additionally, your control over your blood allows you to quickly swap your weapons. As a bonus action on your turn, you can turn an active Hemokinesis weapon into another weapon in your weapon list and keep the active crimson rite. You can only activate this ability if you used your action to attack with a Hemokinesis weapon. 

Ichor

Starting at level 15, your blood becomes so pure that it turns to gold, granting you the following benefits:

  • You gain immunity to poison damage.
  • You no longer need to eat food or drink water.
  • At the end of combat, you and any allies within a 15 foot radius heal HP equal to two rolls of your hemocraft die + your hemocraft modifier.

Bloodborne Aspect

Starting at level 18, and because of your exceptional skill with your blood, your entire body becomes a weapon. Whenever you activate a Crimson Rite, your blood and body becomes infused with the power of that rite for its duration, as shown below:

  • Rite of the Flame: Your body burns with fire. Each time you hit a creature with an attack, that creature takes an extra 2 fire damage. 
  • Rite of the Frozen: Your body hardens from the cold. you gain +1 to AC.
  • Rite of the Storm: Your body feels energized. You gain 10ft of movement speed. 
  • Rite of the Dead: Your body does not feel. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. 
  • Rite of the Oracle: Your mind feels focused. You gain +1 to all attack rolls. 
  • Rite of the Roar: Your body surges with power. Whenever you hit an enemy with an attack, they get pushed 5ft away. 

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