Base Class: Blood Hunter
Hemomancy, hemocraft, or blood magic, different names for the same ancient magical art. Your order owns a transcript of The Red Tome, incredibly rare research book containing secrets of advanced hemocraft which was left behind by now forgotten scholar. You aim to master the hemomancy and fearlessly use it to undo the evils that stalk the land using your own vital force as the main resource.
Blood Curse of Mutual Suffering
Beginning at 18th level, you can form a magical link between you and other creature making it share any injuries it makes you endure. You gain Blood Curse of Mutual Suffering for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Mutual Suffering
As a bonus action, choose one creature within 30 feet of you. The target must succeed on a Constitution saving throw or a magical link is created between you and the creature until start of your next turn. Whenever the linked creature damages you by an attack, spell or other effect the creature loses number of hit points equal to half the amount of damage you have suffered.
Amplify. You can link up to number of creatures equal to your Intelligence modifier (minimum of 2). Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Sanguine Arcanum
Starting at 3rd level, you have deeper knowledge of hemocraft magic. You learn one additional blood curse of your choice.
Additionally, you can use either action or bonus action to regain one expended use of your Blood Maledict feature and suffer damage equal to one roll of your hemocraft die.
You can use this feature this way number of times equal to 1 + your Constitution modifier (minimum of 1). You regain all expended uses after finishing a long rest.
Blood Curse of Binding (Sanguine Arcanum)
As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
Blood Curse of Bloated Agony (Sanguine Arcanum)
As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and takes 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Blood Curse of Exposure (Sanguine Arcanum)
When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.
Blood Curse of the Anxious (Sanguine Arcanum)
As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Blood Curse of the eyeless (Sanguine Arcanum)
When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
Blood Curse of the Fallen Puppet (Sanguine Arcanum)
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.
Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).
Blood Curse of the Marked (Sanguine Arcanum)
As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
Blood Curse of the Muddled Mind (Sanguine Arcanum)
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
Blood Curse of Exsanguination
At 3rd level, you are able to drain life essence from your opponents. You gain Blood Curse of Exsanguination for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Exsanguination
Whenever you damage a creature within 30 feet of you, you can use your reaction to exsanguinate it and regain number of hit points equal to three rolls of your hemocraft die.
Amplify. The creature also loses number of hit points equal to your level + one roll of your hemocraft die.
Blood Curse of Purgation
Beginning at 7th level, your advanced blood magic can cleanse a creature of a harmful effect. You gain Blood Curse of Purgation for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Purgation
As a bonus action, choose a creature withing 30 feet of you and end one poisoned condition affecting the creature.
Amplify. Instead of the poisoned condition you can choose to end either blinded, deafened, or paralyzed condition.
Brand of Haemorrhage
At 11th level, your Brand of Castigation allows you to conserve your vital force and deny it to others. Whenever you target a branded creature by a blood curse, amplifying it does not cost you any hit points.
Additionally, a creature that is branded by you cannot regain hit points by any means other than a short or long rest.
Crimson Might
Upon reaching 15th level, you can add your Intelligence modifier to damage and healing of your Blood Curse of Exsanguination and whenever you invoke a blood curse on your turn you gain a bonus to the damage of weapon attacks you make before the end of your turn equal to your Intelligence modifier.
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