Base Class: Blood Hunter
Warriors and adventurers are known to obsess over their weaponry, but the foremost in this obsession are The Blood Hunter Order of the Sacred Steel. These hunters spend nearly every resting hour in a nearly meditative obsession with their weaponry. Each one will have his or her own set of highly specialized tools of trade that they treat with an almost reverent care, and none who have ever tried to relieve a member of the order of their weapon has lived to tell the tale... they at least had a very bloody battle to fight first.
Apparently they commissioned the help of our master artificer in creating a new design. Dangerous? Well I'm sure, their kind never play it safe... or even smart, come to think of it. they seemed to rely on instinct - What did you say? HA! I knew those schemes might one day prove useful but - It works? No... I'll bet they didn't stick around to share this with the rest of us? That sounds like them... Still, as long as we're looking at results...
- Master Hunter Mardok, concerning a new member of the order
Signature Weapon
When you join this order at 3rd level, you gain your signature weapon, as detailed below.
You have discovered your signature weapon. You gain proficiency in one unique category of weapons, as well as proficiency in a toolset related to the crafting and upkeep of these particular weapons.
As part a Long rest, you spend an hour in ritual meditation with your signature weapon. You may be repairing it, adding engravings, oiling, sharpening, carving, or simply practicing with the weapon. upon the completion of this ritual, you gain expertise with the chosen weapon, and the weapon itself gains certain properties as an effect of your ceremony, which last until the completion of your next long rest.
Damage with this weapon is considered magical.
You cannot be disarmed of this weapon while you remain conscious.
This weapon is automatically imbued with your Crimson Rite. Damage from the activation of this rite is postponed until you are disarmed of this weapon.
If this weapon has the ranged property, it dos not have disadvantage on attack rolls on an enemy creature within 5 feet.
Blades
You gain expertise(+1 to hit and damage) with blades and Blacksmith's tools.
Bows
You choose a bow as your signature weapon, you gain expertise(+1 to hit and damage) with all bows and woodcarver's tools.
Crossbows
You choose a crossbow as your signature weapon. You gain expertise(+1 to hit and damage) with crossbows and tinker's tools.
Firearms
You gain proficiency with firearms and tinker's tools.
Hammers
You choose a hammer as your signature weapon. You gain expertise(+1 to hit and damage) with hammers and Smith's Tools.
Polearms
You choose a polearm as your signature weapon. You gain expertise(+1 to hit and damage) polearms with and Smith's Tools.
Thristing Weapon
Beginning at 7th level, your weapon gains a thirst for the blood of your prey. Whenever you slay a creature with this weapon, it gains quench points determined by the CR of the creature, detailed below.
You may have a number of Quench Points equal to your WIS modifier, min: 1. Any quench points gained past the maximum restore HP equal to your Hemocraft damage die. All quench points reset on a long rest.
CR = 0-1 One quench point
CR = 2-4 Two Quench points
CR = 5-7 Three Quench points
CR = 8-10 Four Quench points
Blood Expenditure
You may expend one quench point to perform one of the following actions:
Dervish
You whirl around, firing or sweeping your weapon. Each enemy within 5 feet (or 10 feet if you are using a ranged weapon) must succeed a dexterity saving throw (8 + your attack modifier) or take damage equal to your weapon die + your hemocraft damage die.
Disabling Attack
You aim an attack at a specific part of a creature's body. upon a hit, Depending on the area, the creature must make a saving throw (DC = 8 + your attack modifier) or suffer a status effect.
Leg - The creature must make a DEX saving throw or fall prone.
Face - The creature must make a WIS saving throw or Become blinded
Arm - The creature must make a STR saving throw or drop/release all held items/creatures.
Gut - The creature must make a CON saving throw or become poisoned.
Focused Shot
You fire or throw your weapon at an enemy within range, gaining advantage on the attack roll. If your weapon does not have the thrown property, it's range increases to 20 ft for the purposes of this ability. If the weapon is a melee weapon, it returns to your hand at the end of this attack, without the use of a bonus action.
Soul Investiture
Upon reaching 11th level, you’ve poured a part of yourself into your Signature weapon. Your Signature Weapon's Rite Damage is Force.
Quenched Weapon
A weapon with 3 Quench Points is considered Quenched. A Quenched weapon gains an additional attack when the attack action is used
Soul Weapon
Upon reaching 18th level, your Signature weapon is an extension of your Hunter's Soul. Your Signature Weapon's damage is Force plus what other Rite you invoke. Your Rite Damage with this weapon is doubled.
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