Base Class: Monster Hunter
Embrace the power of your blood to bring about crimson death and siphon the life force from your enemies.
Level 3: Grimoire of Blood
When you choose this subclass, you transform your Monster Hunter Grimoire into a new form, using your own blood to write in it. You add Humanoid to the list of creature types in your Grimoire.
Level 3: Crimson Rush
Whenever you use Studied Response, you can intentionally wait for the monster to strike, so you can use the drawn blood as a weapon. If you do so, Studied Response activates AFTER the monster's attack hits, instead of before. If you are above 0 hit points when this happens, you can instantly teleport to a location within 5ft of the monster before making your attack. When you make the attack, you do so with advantage, and on a hit, you deal extra damage of the same type as your weapon or Unarmed strike equal to 10% of your total hit point maximum.
Both of these benefits are shared with your ally for Slayer's Aid.
Level 7: Preparation Vials
When you finish a long rest, you can prepare a number of special potion vials, equal to your proficiency bonus. These vials can be given to other creatures, and maintain their magic for 8 hours. A creature can use a bonus action to drink one of the vials, gaining temporary hit points equal to your INT modifier times your Proficiency bonus, and additionally have advantage on the next weapon attack they make until the end of their turn.
At lvl 10, if you drink one of these potions, you also gain a Blood stack.
Level 10: Mantle of Blood
You gain mastery over the blood of both yourself and your enemies, allowing you to use it in combat. Once per turn, whenever an enemy damages you, you gain 1 Blood stack. Once per turn, whenever you damage a creature with a melee weapon attack, you gain 1 Blood stack. Blood stacks last for 1 minute or until you enter initiative. You can have a maximum number of Blood stacks equal to your Monster Hunter level.
Once per turn, your melee weapon attacks can deal additional damage equal to 5% of your maximum hit points for every Blood stack that you have(before you make the attack). Hitting a creature with an attack that does not deal this damage refreshes this ability.
Level 15: Sanguine Smite
When you hit an enemy creature with a weapon or Unarmed Strike, while you have advantage on your attack, you can choose to expend 3 Blood stacks to perform a Sanguine Smite. Doing so allows you to deal extra damage of the same type as your weapon to your target, equal to half you hit points maximum.
You can use Sanguine Smite once per long rest, unless you expend hit points equal to your Monster Hunter level to regain your use of it.
Level 18: Crimson Avatar
You have attained supreme mastery over the blood surrounding you. As a bonus action, you can expend 10 Blood Stacks to enter a state of enhanced blood manipulation, where you force the blood to fly around you, aiding you in combat. While in this state, you gain the following benefits:
- You gain a flying speed equal to your walking speed.
- You gain an additional reaction on your turn, which can only be used to activate Crimson Rush.
- Whenever you use Sanguine Smite, it's damage is increased to your total hit point maximum.
- Mantle of Blood can be triggered twice per turn, instead of once, to gain Blood stacks from both being damaged and dealing damage.
- If you have at least 5 Blood stacks and you have used the Attack action on your turn, you can use a bonus action to make 2 weapon attacks.
This effect lasts for 1 turn. At the start of your next turn, you can spend another 2 Blood stacks to extend it for another turn, up to a minute. Once you enter this state, you cannot do so again until you finish a long rest.
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