One of the newest Blood Hunter orders, the hunters who follow this path utilize the purest form of Sangromancy. Using their bodies to form the weapons they used to vanquish those who would stand against them. Never needing to carry weapons with them, many do not suspect them to be followers of the order. They have become infamous for their cruel tactics used in their practices. From self mutilation and bloodletting, to draining others of their blood to experiment with. They will do almost anything to perfect their blood artistry.

Sanguine Bond

When choosing this order at third level, you gain the knowledge of the oldest Order of Blood Hunters. You may summon a melee weapon you’re proficient with out of your own blood. The weapon is magical and does necrotic damage in place of its regular damage type. Summoning this weapon causes you to take damage, roll the damage die of the weapon you choose to summon. You take that much damage. If you release the weapon, the weapon dissipates and you must make a new one then. You may use your Constitution modifier in place of Strength or Dexterity for weapons attack rolls and damage.

Volatile Blood

Your control over your own blood causes you to be able to resist damage by hardening your blood and later even use the blood from your wounds to deal damage. As a reaction you can either roll your volatile blood die to either reduce that much damage or from the wound shoot a blood bolt at an enemy within range. Volatile blood die increases at 6th, 13th and, 17th Levels. 

Blood Infusion

At 6th level, You've learned to use your Crimson Rites when summoning your weapons. When using Sanguine Bond you may roll an additional damage die to have the weapon be summoned lit with a Crimson Rite without lowering you maximum Hit Points. 

Blood Transfusion

Upon reaching 11th level, you have learned the rules of waste not want not. As an action, you may absorb your Sanguine Bond weapon back into your blood stream. Upon doing so, you roll the weapons damage die and heal for that many hit points. 

Sanguine Health

At 15th level, you've grown accustomed to bloodshed. Life lost from blood related abilities(Sanguine Bond, Blood Infusion, Crimson Rite, & Blood Maledicts) is now halved.

Blood Artist

At 18th level, your blood abilities have grown to those of which you no longer require your own blood. As an action, you siphon the blood out of an enemy and use it to perform one of these actions:

  • Create a weapon out of the creatures blood dealing damage to the creature equal to the weapons damage die. Similar to Sanguine Bond; cannot be affected by Blood Transfusion or Blood Infusion.
  • Absorb the creatures blood and heal for up to half of your available short rest hit die(minimum 1). The creature take half of what you healed this way in the form of necrotic damage.

When using this feature, the creature must make a con save (dc 10 + your con modifier+ your proficiency), the creature has disadvantage for the save if they are below their max hit points. Additionally, you have charges equal to half your Constitution modifier rounded up. 

You regain these charges after long rest.

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