Blood Hunter
Base Class: Blood Hunter

 

Blood Forge 

When you choose this order as a bonus action, you can lose hp to create a hand held item you are proficient in. When creating a blood forged weapon using this feature the hp lost is equal to the weapons damage dice or AC You may use your Crimson Rite in the same bonus action. If your blood forged weapon is ranged as a bonus action you can lose 2 hp to create 10 blood ammunition. If you apply your crimson to you shield, once per round when you are hit by a melee attack while holding your shield the attacker takes damage equal to a role of your homecraft die. 

When you attack with a Blood forged weapon or a weapon with a Crimson Rite active, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 

Blood forged weapons Last until the end of a long rest, lose consciousness, or dissmiss it as a free action. 

 

Blood shield 

Starting at 3rd level You have mastered the ways of manipulating your own vitality. Whenever you are healed over your hp maximum gain temporary hp equal to the excess healing. Whenever you lose hit points to active a blood hunter ability, gain temporary hit points equal to the amount lost. If you would gain temporary hit points but you already have temporary gain hp equal to half the lower temporary hit point value rounded up. 

 

Cording Blood 

At 7th Level, your Blood Forged weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Any blood forged weapon you create is a +1 weapon, +2 at 11th, +3 at 15th level. 

You have mastered the corrosive properties of your blood you can now make your blood corrosive to the touch. During a short or long rest, you can use your blood to destroy magically attuned item(s) in order to apply it attunement to your blood forgded weapons. You can have a number of attunement's memorized equal to your intelligence modifier + 1, minimum of 1. 

 

Blood brand 

Starting at 11th level, you get a free use of your blood maledict feature on a creature with your brand of castigation on them, this use is amplified and doesn’t cost hp. You also learn the blood curse of replenishment. This blood curse doesn’t count as one of the blood curses you know. 

 

*Blood curse of replenishment* 

When a creature you can see is hit by your attack, you can use your reaction to deal 2 rolls of your hemocraft die as necrotic damage. Healing you half the damage you dealt. 

Amplify. The creature gains vulnerability to this feature’s necrotic damage. 

Blood Forge 

When you choose this order as a bonus action, you can lose hp to create a hand item you are proficient in. When creating a blood forged weapon using this feature the hp lost is equal to the weapons damage dice or AC. You may use your Crimson Rite in the same bonus action. If your blood forged weapon is ranged as a bonus action you can lose 2 hp to create 10 blood ammunition. If you apply your crimson to you shield, once per round when you are hit by a melee attack while holding your shield the attacker takes damage equal to a role of your homecraft die. 

When you attack with a Blood forged weapon or a weapon with a Crimson Rite active, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 

Blood forged weapons Last until the end of a long rest, lose consciousness, or dismiss it as a free action. 

Blood shield 

Starting at 3rd level You have mastered the ways of manipulating your own vitality. Whenever you are healed over your hp maximum gain temporary hp equal to the excess healing. Whenever you lose hit points to active a blood hunter ability, gain temporary hit points equal to the amount lost. If you would gain temporary hit points but you already have temporary gain hp equal to half the lower temporary hit point value rounded up.

Cording Blood 

At 7th Level, your Blood Forged weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Any blood forged weapon you create is a +1 weapon, +2 at 11th, +3 at 15th level. 

You have mastered the corrosive properties of your blood you can now make your blood corrode magic. During a short or long rest, you can use your blood to destroy magically attuned item(s) in order to contain it's power with in your blood. You may apply the attunement to an appropriate blood forged item('s). You can have a number of attunement's memorized equal to your intelligence modifier + 1, minimum of 1. 

Blood Brand

Starting at 11th level, you get a free use of your blood maledict feature on a creature with your brand of castigation on them, this use is amplified and doesn’t cost hp. You also learn the blood curse of replenishment. This blood curse doesn’t count as one of the blood curses you know. 

Blood Weapon Master 

Starting at 15 level, when you make an attack roll with a blood forged item, or a weapon affected by crimson rite you roll and additional hit die. Weapons effected by your crimson rite or your blood forged weapon scores a critical hit on an 18-20.

One with Blood

Starting at 18 you have learned to be one with your blood. When your crimson rite is applied to a weapon or a blood forged item, you gain resistance to its damage type. If you already have resistance to this damage type, you gain immunity instead. (Maximum of 2)

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