Blood Hunter
Base Class: Blood Hunter

Members of the Order of the Crimson Lance are not defined by a single cursed weapon or esoteric ritual, but by a combat doctrine: violence must not cease.

They learn to weave Crimson Rite into the rhythm of melee and thrown weapon combat, striking, repositioning, and counterattacking in a seamless loop. Rather than relying on overwhelming bursts or complex curses, they excel at sustained pressure, turning each hit into opportunity and each mistake into immediate retaliation.

This order favors warriors who think in terms of positioning and tempo rather than raw power alone. Their hemocraft techniques reward aggression, adaptability, and constant motion across the battlefield.

Level 3: Crimson Combat

Crimson Combination

When you activate a Crimson Rite, choose one weapon you are holding. While the rite is active:

Your weapon attacks deal the rite’s bonus damage as normal.
When you make a weapon attack with that weapon, you gain one of the following benefits (choose when you hit a creature):
Bloody Dash: Move up to 10 feet without provoking opportunity attacks.
Guard: Gain a +1 bonus to AC until the start of your next turn.

You may change which benefit you gain each time you hit with a weapon attack, and the benefit can be used once per turn.

Upper Hand

When you hit a creature with a weapon attack enhanced by your Crimson Rite:

You may move 5 feet without provoking opportunity attacks.
If you end this movement within 5 feet of another creature, your weapon attack on the next turn against the creature has advantage unless it moves out of range.

This feature can be used once per turn.

Level 3: Crimson Rite: Dual Invocation

You have learned to force your hemocraft beyond safe limits, allowing your body to sustain multiple Crimson Rites simultaneously through sheer will and pain tolerance.
When you activate your Crimson Rite, you can choose to invoke a second Rite at the same time, applying an additional Crimson Rite damage type to the same weapon or a second eligible weapon you are holding.
When you do so, you immediately take necrotic damage equal to the maximum of one additional Hemocraft Die. This damage ignores resistance and cannot be reduced in any way.
You can use this feature once per short rest.

If you are under the effects of multiple Crimson Rites due to this feature, all normal rules for Crimson Rite duration and maintenance apply. Ending one Rite does not end the other.

Level 7: Hemocraft Counterflow

Follow-Through Strike

Once per turn, as a bonus action, when you hit a creature with a weapon attack, you may immediately make one of the following:
A weapon attack against a different creature within range, or
Deal an additional Hemocraft Die damage to the same target.

Blood Reversal

When a creature you can see misses you with a melee attack, you may use your reaction to make a weapon attack against that creature.
If the attack hits, it deals an additional Hemocraft Die damage.
You can use this feature the number of times equal to your proficiency bonus per long rest.

Level 11: Crimson Tempo

Hemocraft Surge

Once per turn when you hit a creature with a weapon attack enhanced by your Crimson Rite:
The attack deals an additional Hemocraft Die damage.
If you are wielding a melee weapon, you may push or pull the target up to 5 feet (your choice).

Momentum Conversion

When you reduce a creature to 0 hit points:
You gain 10 feet of movement, and
You have Advantage on the next weapon attack you make before the end of your turn.

If that attack hits, it deals an additional Hemocraft Die damage.

Level 15: Adaptive Blood

Adaptive Blood Form:

At the start of your turn, choose one Blood Stance. The stance lasts until the start of your next turn:

Offensive Stance
Once per turn, when you take the Attack action, one weapon attack of your choice deals an extra Hemocraft die worth of damage.
Defensive Stance
You gain a +2 bonus to AC, which lasts until the start of your next turn.
Pursuit Stance
Your speed increases by 15 feet.
You do not provoke opportunity attacks from creatures you have hit since the start of your last turn.

Hemocraft Chain Reaction

Once per turn, when you reduce a creature to 0 hit points or score a critical hit:
You may immediately make one weapon attack against a creature within range.
That attack deals an additional Hemocraft Die damage.

Level 18: Crimson Apex

You can enter a state of perfect hemocraft rhythm where every strike feeds the next.

As a bonus action, you enter the Execution Cycle for half a minute. It ends early if you are incapacitated or if you choose to end it (no action required).

While active:

1. Perfect Momentum

Once on each of your turns, when you hit a creature with a weapon attack:
You may immediately make one additional weapon attack against a different creature within range(no action required).
If no other creature is within range, you may instead repeat the attack against the same target for half the damage rolled (modifiers will apply normally).

2. Blood Refund

The first time you hit a creature on your turn, you regain hit points equal to half your Hemocraft Die roll plus your Intelligence modifier (minimum 1).

3. Execution Pressure

When a creature you damaged this turn drops below half its hit points, it becomes Pressured until the start of your next turn:

Your next attack against a Pressured creature deals an additional 2 Hemocraft Dice of damage and has Advantage to hit. If you already had Advantage (Vex, Prone condition, Upper Hand, Momentum Conversion, etc.), then the attack deals an additional 1d12 Force damage.

 
Upon exiting the Execution Cycle, you take 2d8 Necrotic damage (which cannot be reduced in any way) from sheer exhaustion, and cannot use Crimson Combination or Adaptive Blood benefits until the end of your next turn.

Previous Versions

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5/10/2026 4:59:05 AM
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