Base Class: Blood Hunter (archived)
The manipulation of a creature's blood against its will is amongst the most taboo practices known to man. Mainstream spellcasters and martial artists reject it, believing it to be an irredeemable act of cruelty. However, your views on blood are… anything but mainstream. As a hunter, you know that any tool against your enemies is a tool worth using, even if that tool is your own blood, or theirs.
Manipulation
Your ability to control blood extends to the blood of others, allowing you to manipulate their bodies and minds.
At 3rd level, as an action, you can take damage equal to your crimson rite die to cast Hold Person.
At 9th level, as an action, you can take damage equal to your crimson rite die to cast Dominate Person.
(DC equal to 8 + your proficiency bonus + your Wisdom modifier. A target must have blood to be affected by this feature.)
Artery Burst
At 7th level, every open wound is an opportunity for you to cause additional pain.
While your crimson rite is active, you can use a bonus action to take damage equal to your crimson rite die. When you do so, choose any number of creatures you can see that are currently below their maximum HP. Those creatures all take the same amount of damage that you did from your crimson rite die. You can use this feature a number of times equal to your Wisdom modifier. You must complete a long rest before doing so again.
(A target must have blood to be affected by this feature.)
Blood Safety
At 11th level, your bloodbending provides extra safety measures against physical harm.
If you are reduced to 0 HP, your blood reenters your body and reanimates you, reducing you to 1 HP instead. Once you've used this feature, you must complete a long rest before doing so again.
If you are hit by an attack while your crimson rite is active, you can choose to replace the damage with a roll of your crimson rite die. Once you use this feature, you must complete a long rest before doing so again.
Plasma Bullets
At 15th level, any spilled blood of your own becomes a potential weapon against your attackers.
If you are hit by a weapon attack while your crimson rite is active, you can use your reaction to turn the droplets of blood you lost into needles, which shoot back at the creature that hit you. That creature must make a Dexterity saving throw or take damage equal to your crimson rite die.
Chi Block
At 18th level, by manipulating a creature's blood, you can block the pathways of magical energy through its body.
As an action, you target one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or be unable to cast spells or regain any HP for 1d4 turns. You can use this feature a number of times equal to your Wisdom modifier. You must complete a long rest before doing so again.
(DC equal to 8 + your proficiency bonus + your Wisdom modifier. A target must have blood to be affected by this feature.)
Previous Versions
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9/16/2018 9:41:07 AM
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Posted Mar 5, 2019I've heard of the idea many times, but you executed it in a very unique way. I feel like it could use a little buff, but overall very balanced and well made.