Blood hunters merely stop at rites when it comes to their supernatural ability's as they go on and become mutant's, spirits, and werewolves. You retain your humanity, (for the most part) as you advance with the natural powers of the blood hunters, living true to your title. you have become a new hunter, a being that doesn't rely on weapons...

for they are weapon.   

A Bloody sacrifice

During your turn you can spend an action to absorb the blood of a creature to restore a 1d6 hp to yourself. Using this ability creates a blood counter, you can not use this ability once you have reached your blood counter limit. Blood counters rest after a long rest

Blood counter limit: 10

What do you mean it's useless? Where you see a dead corpse, I see a fountain of life... 

A Bloody Arsenal

You are now able to expend your blood counters to weaponize your blood and create weapons, doing so deals damage yourself when summoned (weapon summoning cannot reduce you beyond 1 health).

Whip: 4 Blood counters (summoning deals 2d6)

One Handed, Light Hammer (1d6) : 6 Blood counters (summoning deals 3d6)

Longsword: 8 Blood counters (summoning deals 4d6)

Greataxe: 10 Blood counters (summoning deals 5d6)

You can only have one weapon at a time and all weapons last for 1 hour. If you use a rite on any of these weapons they deal double rite damage.

"Unarmed? You jest, I always come prepared..."

Bloodtonic magic

Because of your blood coming in contact with many with arcane powers your blood  has absorb a certain amount of such power allowing you to tap into this new source of power.

 4/day fireball, Acid Arrow, cloud of daggers, witch bolt

"Don't ever think you have me figured out, I always have a trick or two up my sleeve."

Transfusion

Your blood counter limit has been raised to 15, your healing now restores 2d6 and you can use it on others. You can now spend 15 blood counters to cast one of your spells. Your blood weapons and now can be summoned stronger.

Whip (2d4 +2): 8 Blood counters (summoning deals 4d6)

One Handed, Light Hammer (2d6 +2) : 10 Blood counters (summoning deals 5d6)

Longsword (2d8 + 2): 12 Blood counters (summoning deals 6d6)

Greataxe (2d12): 14 Blood counters (summoning deals 7d6)

Blood Drive

Your Blood counter limit has been increased to 20. when you have gained 20 blood counters immediately your character goes into a blood induced rage where you have resistance to all non magical attacks and cannot be charmed. In this rage you can spend a bonus action to use a Blood counter at any time to make your next melee attacks deal an additional 3d8 damage, but if you have a rite on your weapon this damage becomes that of your rite. You have a regenerative ability at the beginning of your turn where you can spend 2 Blood counters to regenerate and restore 22 hp. During your rage you can spend 3 Blood counters to become resistant to slashing, bludgeoning, or piercing until your next turn. During your rage you cannot use Bloody sacrifice. If your Blood counters go below 10 your rage ends.

"Stand back I'll handle this, I'm gonna show these bastards a true hell on earth"

Bloodmancer Image

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