Blood Hunter
Base Class: Blood Hunter

whether it be creating pacts with eldritch entities, tainting your blood with mutations and lycanthropy, or hunting bloodless phantasms, the order of the Cutter believes that all other Blood Hunter factions have lost their way and forgotten the true purpose of the ancient blood hunters: to spill as much blood as possible, no matter if it’s your own or that of others. To them, blood is not merely a means to an end, it is the essence of life, and spilling it is the purest expression of power.

Cutters believe every wound is a connection between souls. They carve sacred markings into their own flesh, collect the blood of their enemies, and perform horrific rituals to honor the entities they believe gifted mortals with the ability to bleed.

To a Cutter, a battle without bloodshed is not a victory. It is a failure.

Bloodbending

Beginning at 3rd level, You have learned to manipulate blood as a physical substance.

You can manipulate any blood that has left your body as though it were water affected by the shape water cantrip.

This ability cannot affect blood still inside a creature.

 Starting at 11th level, you can manipulate the blood that has left the body of any creature you can see within 30 feet of you

Second Wind

At 3rd level, Your devotion to bloodshed has taught you to push beyond your body’s natural limits.

As a bonus action, you can regain hit points equal to:

1d10 + your Blood Hunter level

You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Reflector

Also at 3rd level, You have learned to bind your wounds to another creature, forcing them to share in your suffering.

As a bonus action, choose one creature you can see within 60 feet. That creature becomes cursed by your blood for 1 minute.

Whenever you take damage from any source, the cursed creature takes necrotic damage equal to the damage you took, this damage does not reduce the damage you receive.

A creature affected by Reflector can make a Constitution saving throw against your Hemocraft save DC at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Beginning at 11th level: Your connection to spilled blood strengthens.

When you use Reflector, you may choose one of the following options:

  • Increase the duration to 10 minutes.
  • Target two creatures instead of one for the duration of 1 minute.



Amplified Attack

At 7th level, Your own suffering fuels your violence, when you hit a creature with a weapon attack, you may choose to amplify the attack before rolling damage.

The weapon’s damage dice are treated as having rolled their maximum value.

After dealing damage, roll your Hemocraft die. You take necrotic damage equal to the result.

If the creature you attacked is currently affected by your Reflector feature, it does not take this necrotic damage, you can use this feature once per short or long rest.

Hemorrhagic Puppetry

Starting at 15th level your understanding of blood extends beyond your own flesh. whenever a creature within 30 feet of you takes piercing or slashing damage, you may use your reaction to manipulate the blood leaving the wound.

The creature must succeed on a Constitution saving throw against your Hemocraft save DC.

On a failure, choose one:

  • Its speed becomes 0 until the start of your next turn.
  • You pull it up to 15 feet in a direction of your choice.
  • It has disadvantage on the next attack roll it makes before the end of its next turn.

You may use this reaction a number of times equal to your proficiency bonus per long rest.

At 18th level, When you successfully pull a creature up to 15 feet in a direction of your choice, you may force it to make one weapon attack against a creature within its reach that you choose. The attack uses the creature’s reaction. If the creature has no available weapon attack, or no valid target to hit, this effect fails.

 

Blood Mirror

Your Reflector curse reaches its full potential, when a creature affected by your Reflector ability deals damage to you, you may choose to have the damage it takes from Reflector be doubled.

Additionally, while a creature is affected by Reflector:

  • It cannot regain hit points.
  • It has disadvantage on saving throws against your Blood Hunter features.

Once you use this feature, you cannot use it again until you finish a long rest.

nothing

For some reason DnD beyond won't let me submit this subclass without a class feature at level 11, despite the fact that both Bloodbending and Reflector are upgraded during this level. so i'm adding this quick blurb here, please disregard it

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