Base Class: Blood Hunter
Many Orders have developed powerful Curses of their own, the Order of Hemocraft Mastery chose instead to empower all their hemocraft abilities. Manipulating their own blood to forge powerful weapons, drawing upon the blood of others, whether they are willing or not. The magics of Hemocraft are adaptable to any scenario and the Order of Hemocraft Mastery have maximised this potential.
Hemocraft Blade
At 3rd level, you have made your own blood your domain, gaining complete control and learning to forge weapons from it. When you use your Crimson Rite feature, you may create a deep scarlet blade from your own blood in one or both hands as part of the same bonus action, this blade acts as the target of your crimson rite. When you use your Crimson Rite in this way you take no damage from initiating the rite. While one of your hands is manifesting a blade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated.
The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 45 feet, and it deals your Crimson Rite damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
Curse Adept
Beginning at 3rd level, your hemocraft abilities have taken a great leap forward. You gain one additional use of your Blood Maledict feature. At 11th level, you gain a second additional use of your Blood Maledict.
Blood Curse of Scarlet Healing
At 7th level, you’ve sharpened your hemocraft magic and purified it, now allowing you to seal the wounds of others. You gain the Blood Curse of Scarlet Healing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Scarlet Healing
Prerequisite: 7th level, Order of Hemocraft Mastery
As an action, you can choose one creature you can see within 30 feet of you, it regains hit point equal to one rolls of your hemocraft die plus half your blood hunter level.
Amplify. The creature now regains hit points equal to two rolls of your hemocraft die plus your blood hunter level.
Improved Hemocraft Blades
By 11th level, you have honed your skills in hemocraft magics to form more deadly armaments. You roll one additional hemocraft die when rolling damage dealt by your Hemocraft Blades.
Brand of Weakness
Beginning at 15th level, your Brand of Castigation cripples your enemies defenses for your Blood Maledict. Branded creature's have disadvantage on saves against your Blood Curses.
Blood Curse of Dominance
Upon reaching 18th level, you learn to control the blood of others to bend them to your will. You gain the Blood Curse of Dominance for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Dominance
Prerequisite: 18th level, Order of Hemocraft Mastery
As an action, you choose a creature within 60 feet. That creature must make a Strength saving throw, on a failure you the creature move up to 30 feet in any direction, including upward but not beyond the range of this Blood Curse. Until the end of your next turn, the creature is restrained in your hemokinetic grip. A creature lifted upward is suspended in mid-air.
Amplify. This curse lasts 1 minute. You can use your action on each of your turns to move the creature another 30 feet. At the end of each of its turns, the cursed creature can make a Strength saving throw. On a success, this curse ends.
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