Base Class: Blood Hunter
Blood powers
Flowing Red Scale
When you awaken this curse technique at 3rd level, you learn flowing Red Scale as a part of your Crimson Rite Feature. When your Flowing red Scale is activated the extra damage you do for your Crimson rite is poison. Additionally you get these other benefits while this activated.
- You gain resistance to poison damage.
- You gain advantage in perception checks.
- advantage on saves Versus Poison.
Blood Manipulation: Blood Shield
You can now as a reaction create a blood shield/armor that can reduce the amount of damage you take or to cause an attack to miss. These are two separate reactions and both share the same amount of uses which is your Prof Bonus.
-If you are hit by an attack you reduce the damage taken equal to 10+con mod+ hemocraft die by making momentary blood armor. reducing the damage equal to the amount you get.
-You can also use your reaction to make an attack miss completely by creating a blood shield. You can add +5 to your AC as an reaction, causing the attack to miss.
Blood Manipulation: Convergence
Your Blood manipulation has reached a new level where you have gained the ability to fire your blood out like a cannon at your enemies and bypass their natural defenses.
- While flowing red scale is active your poison damage now goes through immunity to poison to make make it resistance and goes goes through resistance completely.
-You can as an action fire a piercing blood which is a 60 foot long line, 5 feet wide which does 5d10 piercing damage on a hit. They have to make a CON save when hit versus your Hemocraft save. if they fail they take the damage, also taking 3d6 poison damage and are poisoned. They can make another con save at the end of each of their turns to make to not be poisoned. On a successful they take half damage and take no poison damage. Once you use this feature, you must finish a short or long rest before you can use it again.
Flowing Red Scale Stacked
Your Flowing Red Scale has grown to another level. Along with your perception that was already enhanced your body begins to move react at a higher level as well. Along with a new form of Blood Manipulation that ups your firepower.
- When your Flowing Red Scale is active you gain advantage on initiate rolls and on Dexterity saves you can see.
-Additionally as an action on your turn you can spend up to half your hit dice rounded down to have that many bloody Chakrams flow around you. You can use a bonus action to send one of the Chakrams streaking toward one creature or object within 120 feet of you. When you do so, make a ranged attack. On a hit, the target takes 1d12 slashing damage. Whether you hit or miss, the Chakram is expended.
Supernova
You've now reached the apex of your Blood manipulation. You can now explode motes of your own blood to damage all surrounding enemies.
- As an action you can spend up to your level in hit dice to deal (d6 poison damage= to hit dice spent) to creatures of your choice in 30 feet around you. Creatures will make dex save versus your Hemocraft save. On a failure they take the damage and are poisoned till the end of your next turn. If they pass the save they take half damage and are not poisoned. Once you use this feature you must finish a long rest to us it again.
-You can now use your piercing blood twice per day. Regain uses on a short or long rest.
Mutagencraft
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Mutagencraft
| Blood Hunter Level |
Mutagens Created |
Formulas Known |
|---|---|---|
| 3rd | 1 | 4 |
| 7th | 2 | 5 |
| 11th | 2 | 6 |
| 15th | 3 | 7 |
| 18th | 3 | 8 |
Formulas
The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.
Strange Metabolism
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
Brand of Axiom
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of Corrosion
Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Exalted Mutation
At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Mutagens
The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level
You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
Cruelty
Prerequisite: 11th level
When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.
Embers
You have resistance to fire damage and vulnerability to cold damage.
Gelid
You have resistance to cold damage and vulnerability to fire damage.
Impermeable
You have resistance to piercing damage and vulnerability to slashing damage.
Mobility
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.
Unbreakable
You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.
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