Base Class: Blood Hunter
While most Blood Hunter's sacrifice their own vitality to empower their weapons, the Branching Blood actually forms their weapons from themselves. These Blood Hunter's create unique weapons from their own blood to allow them to further empower them.
Blood Weapon
When you join this order at 3rd level, you learn how to create weapons from your blood. When activating your crimson rite, you can manifest any weapon you are proficient in that lacks the ranged or thrown property. This weapon has a +1 to attack and damage rolls and counts as magical for the purposes of resistances. In addition, the bonus increases to +2 at 9th level, and +3 at 15th level.
Advanced Blood Weapon
At 7th level, you gain options to improve your Blood Weapons. When you lose hold of your Blood Weapon your crimson rite lingers for up to a minute, and you can manifest a new weapon at any point and continue your crimson rite. Also, while you have a Blood Weapon active, you can choose to add one of the following properties to a single blood weapon:
- Light(Cannot be Heavy or Two Handed)
- Two Handed, increasing the damage dice in size by one.
- One Handed(Cannot be Heavy)
- Thrown(30/90)
- Finesse
- Reach(extra 5 feet)
- Ignore Heavy
Extract Weapon
At 11th level, you can take a bonus action and spend one of your uses of Blood Maledict to attempt to extract a Blood Weapon from another target within 30 feet. You force the target to make a Constitution saving throw, the DC is equal to 8 + your proficiency bonus + your intelligence modifier. On a failure, the target takes necrotic damage equal to the maximum roll of your hemocraft die, and you gain a Blood Weapon with an active crimson rite of your choice. You can pick from your normal crimson rites, or have the rite damage be of a type that the creature is vulnerable to.
Superior Blood Weapon
At 15th level, you further improve your Blood Weapons. When you manifest a Blood Weapon you can choose two properties rather than one from the Improved Blood Weapon list, or manifest two blood weapons each with an improvement.
Bloody Armory
Upon reaching 18th level, you learn to extract weapons from even dead enemies. You can extract a weapon without spending a blood curse from a corpse with an open wound or blood from a corpse so long as the creature died within the last half hour. These weapons have all the normal advantages of a Blood Weapon created by Extract Weapon, except if they leave your grip they instantly turn to blood that is considered non-viable for this purpose and the crimson rite is lost.
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Posted Jan 8, 2023It's kinda a moot point, since the weapon is formed with an active crimson rite, which already makes the weapon magical at level 2.
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Posted Aug 4, 2020A +1 weapon that's also magic seems a little powerful for level 3, just a suggestion, but how about putting that "magical for the purposes of resistances" bit in the Advanced Blood Weapon feature as one of the options? It would not only lock something as powerful as resistance negation behind Level 7, but it would also mean passing on some other enhancement in order to attain that probably much-needed boon (at least until Level 15).