Blood Hunter
Base Class: Blood Hunter

This is a rework of the Runeknight (UA) as a Blood Hunter subclass as it thematically would make more sense.

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants and in order to ascend you had to bathe yourself in the blood of each type of giant. Skiltgravr(“rune cutters”) can be found among any type of giants, and you learned your methods in studying the inscriptions on their walls, artifacts and corpses. In time, you learned how to carve and apply runes to your own body and how to invoke their magic. You want to protect the lands from these tyrants by using their own weapons against them. The revolution is here, comrads!

Giant's Bane

Your Hunter's Bane feature also applies to giants and you learn to speak giant.

Giant's Might

You can imbue yourself with the might of giants. At 3rd level, you can use a bonus action, to lose a number of hitpoints equal to one hemocraft die in order to gain the following benefits for a minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You double the dice of your crimson rite.
  • You have advantage on Strength checks and Strength saving throws.

You can do this an amount of times equal to your blood maledict (but not counting towards it) regaining all charges when you finish a long rest.

At 11th level, Giant's Might permanently alters you, roll 3d4. You grow a number of inches in height equal to the roll. 

Blood Runes

At 3rd level you learn to carve blood runes into your skin. These runes function like blood curses in that they can be amplified and use your hemocraft save DC, but they do not count towards known or invoked blood curses. They also differ in that the normal effect is a passive one, while amplifying it requires part of your turn and usually lasts a minute. You know two runes from the Rune Options below and once they are inscribed they are always in effect. You can only amplify each rune once before finishing a short or long rest. You learn and can replace an additional rune at 7th, 11th and 15th level.

Haug (hill rune)

This rune’s magic bestows a resilience reminiscent of a hill giant. You have advantage on saving throws against being poisoned, and you have resistance against poison damage.

Amplify as a bonus action, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.

Ild (fire rune)

This rune’s magic channels the masterful craftsmanship of fire giants smiths. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Amplify when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.

Ise (frost rune)

This rune’s magic evokes a frost giant’s stoic calm. You have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

Amplify the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30.

Skye (cloud rune)

This rune’s magic emulates the deceptiveness of a cloud giant. You have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to Amplify the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range.

Stein (stone rune)

This rune’s magic channels the insightfulness of a stone giant. You have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have dark vision, its range increases by 30 feet.

When a creature you can see ends its turn within 30 feet of you, you can use your reaction to Amplify the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze.

Uvar (storm rune)

Using this rune, you can glimpse the future like a storm giant. You have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.

Amplify the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

Deep engraving

At 7th level, you can Amplify each rune you know from your Blood Rune a second time, but requiring double hemocraft die loss of hitpoints. This resets after a short or long rest.

Brand of Retribution

You can use your runes to protect others. You can use your Brand of Castigation feature to brand an ally, causing them to lose hitpoints equal to one roll of your hemocraft die (requires no action). You always know the direction to the branded ally, and when they are within 5 feet of you, anyone who attacks them takes psychic damage equal to your intelligence modifier. When they are not within 5 feet of you, but you can still see them when they are hit, you have to use your reaction to deal psychic damage to their attackers.

Fjellblod

Giants simply have more blood because they are bigger. When you are under the influence of Giant's Might the damage you take from your own hemocraft dice is halved (for crimson ritesand for amplification of runes and curses). Additionally, the second amplification of a blood rune will always cost one hemocraft die in hitpoints (but is still limited to two uses, regaining all charges on a short or long rest).

Blessing of the Allfather

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood runes. When you are reduced to 0 hit points while you have an active Blood Rune, but don’t die outright, the rune ends and you drop to 1 hit point instead. If you have multiple runes active, you choose which one ends. You can engrave the rune again after finishing a long rest.

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