Base Class: Blood Hunter
All orders of blood hunters have looked to corrupt their blood in pursuit of enhancing their capabilities against the forces of wretched intention. For some, the Hunter’s Bane does more than transform their malfeasant blood into a tool; it becomes a weapon. Through experimentation, the Order of Crystalline Ichor learned to manifest their blood into furious and destructive weaponry. To these blood hunters, it’s not enough to just know their prey. Invoking their armaments from their own essence, they overpower.
Sanguine Weapon
At 3rd level, you can conjure crystalline weapons from your blood to aid you in battle. As a bonus action, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table, and summon a melee weapon of any kind that you are proficient with into one of your free hands. This weapon has similar properties as a normal version of its kind, except that it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can only have two Sanguine Weapons active at a time. If you try to conjure another, the oldest Sanguine Weapon immediately disappears, and any Crimson Rite on it fades. This weapon lasts until you dismiss it, fall unconscious, or complete a long rest. Additionally, you can use this feature to coat a weapon you are holding in your blood, allowing it to count as a sanguine weapon for the purposes of your abilities.
Shielding Coagulation
When you join this order at 3rd level, you can harden your blood temporarily to ward off potential injury. As a reaction, until the start of your next turn, you gain a bonus to AC equal to your proficiency bonus and gain resistance to bludgeoning piercing and slashing damage, including against the triggering attack. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses upon completing a short or long rest.
Blood Curse of the Shattered
At 7th level, you have honed the ability to harden your blood splattered on a creature’s body, weakening their fortitude to glass. You gain Blood Curse of the Shattered for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Shattered. As a bonus action, a creature within 30 feet of you must make a Constitution saving throw. On a failure, choose for it to become vulnerable to bludgeoning, piercing, or slashing damage until the end of your next turn. If the creature has resistance to the damage type chosen, it loses resistance to that damage type for the duration. It is not affected if it has immunity.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, the curse ends.
Brand of the Fractured Mark
At 11th level, your Brand of Castigation now binds your foe to the blood of your Sanguine Weapon. When you use your Sanguine Weapon to attack, your attacks have advantage against a creature branded by you.
Enhanced Sanguine Weapons
At 15th level, your Sanguine Weapons are enhanced. You can add your intelligence modifier to attack and damage rolls with them.
Sacrificial Strikes
At 18th level, you can sacrifice some of your own life force to strike with greater intensity. Once per turn, when you hit a creature with a weapon attack from a Sanguine Weapon, you can expend a bonus action to lose a number of hit points equal to three rolls of your hemocraft die, and double the damage dice dealt by the attack. You can use this feature a number of times equal to half your Intelligence modifier, rounded down (minimum of once). You regain all expended uses when you finish a long rest.
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