Base Class: Blood Hunter
The purity of the iron found in blood is a thing one must call into question when considering a blade forged from the blood of their enemies. The Order of Blood Iron has perfected their hemocraft to hone that iron into the very thing that monsters fear. An iron so cold and pure that it drives fear into the fearsome.
Blood Iron Blade
When you join this order at 3rd level, you learn to transform your arms into Blood Iron Blades. This transformation can be enacted as a bonus action, or in tandem with the activation of your Crimson Rite feature, and lasts 1 hour. You can revert back to normal as a bonus action. You automatically revert back to your normal form if you fall unconscious or die. Once you use this feature you must finish a long or short rest before you can use it again.
Additionally, while the transformation is active, you gain the following benefits and drawbacks:
- You choose one or both of your arms to turn into simple melee weapons with the light property, which do 1d6 slashing. This increases to 2d6 at 11th level.
- You cannot take actions that require the use of a hand that has been transformed.
- You have advantage on constitution saving throws against diseases and poison.
- Once per turn, when you hit a fey, fiend, or undead creature with a Blood Iron Blade that has an active rite, you roll an additional hemocraft die when determining the extra damage from the rite.
Iron Blood
Also at third level, you gain advantage on saving throws against magic effects and spells cast by fey, fiends, and undead.
Hemophobia
Upon reaching 7th level, you learn to hemorrhage the wounds of those around you, and drive fear into the hearts of your enemies. When you attack a creature that does not have all of its hit points you can force the creature to make a wisdom save versus your Hemocraft save DC or become Hemorrhaged for 10 minutes. If the creature is a fey, fiend, or undead, it makes the saving throw at disadvantage.
When the creature is hemorrhaged, it becomes frightened of you. While you have an active rite, and you successfully hit it with an attack, it takes the maximum damage of your rite dice. At the end of its turn, the creature can make a save to end the [frightened] condition. If it succeeds, it becomes immune to being frightened of you for 24 hours.
Coagulation
At 11th level, you learn to harness the power of your refined blood. You can now use your Blood Iron Blade feature twice, regaining all expended uses when you finish a short or long rest. Additionally, when a creature is hemorrhaged, you gain advantage on attack rolls against it.
Additionally, fey, fiends, and undead cannot be immune to being frightened by your Hemophobia class feature.
Blood Curse of Hemorrhaging
At 15th level, you learn to use the tide of blood to your advantage. You gain the Blood Curse of Hemorrhaging for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Hemorrhaging
When a creature within 30 feet of you takes damage, you can use your reaction to absorb their blood, and heal yourself an amount equal to your hemocraft die plus your hemocraft modifier. You also gain a bonus to your AC equal to your hemocraft modifier until the end of your next turn.
Amplify. You heal yourself, plus two creatures within 30 feet of you an amount equal to your hemocraft die plus your hemocraft modifier. You, and your two chosen creatures, also gain a bonus to AC equal to your hemocraft modifier until the end of your next turn.
Ichorus
Upon reaching 18th level, your iron blood becomes a pure iron ichor. You can use your Blood Iron Blade feature an unlimited amount of times, and lasts until dismissed, you fall unconscious, or you die. While your Blood Iron Blade feature is active, and a creature within 5 feet of you deals damage to you, they receive piercing damage equal to your Hemocraft Modifier. Additionally, you can immediately force them to make a save against your Hemophobia class feature.
Previous Versions
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4/22/2026 7:57:09 PM
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