Base Class: Blood Hunter (archived)
The Order of the Blood Thief is secretive and small. They traverse the world like common mercenaries or hired assassins, taking jobs to earn their pay. However, the power they hold is only passed through the teacher to apprentice. Those who find a willing teacher learn the greatest secret this group holds; the power to steal aspects. They strike their enemies and take their blood to "steal" the power their target has. These thieves have been able to steal the strength of giants, the cunning of dragons and the ferocity of beasts to slay them. However, such power is taxing and is often taxing on the body and mind.
Beware that, when fighting monsters, you yourself do not become a monster. - Friedrich Nietzsche
Rite of the Stars
When you join this order at 3rd level, you learn the esoteric rite Rite of the Stars (detailed below).
Rite of the Stars. Your rite damage is a magical slashing type. The damage you suffer from activating this rite is halved.
Steal Attribute
Following the Order of the Blood Theif, the Blood Hunter is given a new type of Blood Maledict; Steal Attribute. Using your bonus action, you can steal one attribute from any creature you strike. Below is the list of things that can be stolen from a creature:
Monster Features:
You steal one feature that a monster has. These features can be things such as Magic Resistance or Shadow Stealth. The DM must give you a shortlist of what features a monster has. Once a feature is stolen, you can not steal another until the current feature is dropped on command or you take a short or long rest. Your body takes on physical changes to accommodate for the new monster features. However, there are some features that can not be given i.e. Legendary Resistance so some features are at DM's discretion.
Monster Aspects:
If there are no features to extract, then you may take the creature's Senses and Resistances. Much like the Monster Features, your body changes to accommodate for such features
The Blood Maledict does not steal Class Abilities if used on another player, only the characters race bonus can be extracted.
Proficient in Blood
Beginning at 7th level, your mastery in the order has given you the ability to use your blood to form a weapon you are proficient in. However, unlike normal weapons, there are a few rules.
The weapon requires blood to activate and use. This blood does not have to be yours but you need blood nonetheless.
If the blood is not yours, you must have an open source of blood(like a wound) to make the blood weapon.
The weapon is able to be destroyed if a Dispel Magic spell is used against it or you enter an anti-magic zone.
The weapon is considered magical and can bypass magic resistance.
The weapon adopts the same characteristics as any regular weapon you are proficient in. However, it can not recreate any magical effects from magical weapons.
To summon the weapon, it takes an action that requires somatic and verbal components.
Bloodsense
At 15th level, you can feel the pulse of blood in your enemies that have blood. You have blindsense through darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet as long as if they have blood coursing through them.
Bleeding Endurance
Upon reaching 18th level, you can enter a perfected state of killing by magically speeding up your blood flow using your action. This state is referred to as Bleeding Endurance and you gain the following benefits:
- Your speed is doubled and you do not provoke an attack of opportunity as long as you use all of your movement in one turn.
- All your attacks are at advantage and you can reroll 1 on all of your dice.
- You gain resistance to slashing, piercing and bludgeoning damage.
However, the longer you stay in Bleeding Endurance, you gradually begin to lose health. At the end of your turn, roll a d10 for every Attack you have taken. The number you roll is what you suffer while in Bleeding Endurance. You can drop Bleeding Endurance at the cost of no action, but you can not reactivate it until you finish a long rest and you take 1 point of exhaustion. If you fall unconscious during Bleeding Endurance, you must make a Constitution Saving Throw against your current class level. On success, you fall unconscious normally. On a failure, you take one failed death saving throw.
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