Base Class: Blood Hunter
This specific order of Blood Hunter delved deeper in to their manipulation of blood, studied blood rituals, and truly understood what it was that made most creatures tick.
Blood Orb
When you choose this archetype at 3rd level, your character becomes magically bonded with their own blood. This means your character can no longer bleed, instead anytime blood is forced out of your character it assumes the shape of a blood orb. However, this process is extremely taxing on your character in the early stages of adjusting to hemocraft. Up until level 10 your character is stunned for one turn any time they fall below 20% health.
Upon taking bludgeoning, piercing, or slashing damage from either magical or nonmagical sources, the blood you lose assumes the shape of an orb and floats around your character, occupying the same space as them. The orb cannot be targeted by a melee, ranged, or spell attack as it quickly darts away from oncoming danger. However, it is destroyed by area of effect spells that deal magic to your character (e.g. Fireball, Sickening Radiance). After a blood orb is destroyed, a new one is made for any additional bludgeoning, piercing, or slashing damage from either magical or nonmagical sources your character takes in the combat encounter.
As an action, you can restore an amount of health that is in the blood orb to your character. You can only heal your character up to their max HP. If blood still remains in the blood orb, or if a blood orb is not used, it will drop to the ground after a minute. When it drops to the ground, the blood loses all magical properties and covers a 5 ft. square area where it lands. A blood tax is taken from your character after it heals from the blood orb.
Blood Taxes
(All blood taxes stack with each other for every 20% increase)
Restoring 0-20% of your health
Your character's movement speed is halved for the next minute.
Restoring 21-40% of your health
Your ears are filled with deafening rain that stops you from hearing anything for the next 2 minutes.
Restoring 41- 60% of your health
Your character can only see living organisms (and the blood inside them) for the next 3 minutes (eg dirt is invisible to you but you can still see grass floating). Each turn that you move requires a dexterity save to not be knocked prone (save dc changes depending on the area you are in eg a dungeon with sloped floors and no living organisms for you to detect on the ground will have a higher dc than a flat field of grass where you can judge the elevation of the ground around you.)
Restoring 61 - 80% of your health
You gain disadvantage on all skill checks and attack rolls until you take a short rest and expend a hit die, or until you take a long rest.
Restoring 81 - 100% of your health
You can no longer create blood orbs until you take a long rest.
Blood Specialist
Beginning at 3rd level, your deep understanding of blood begins to reflect in your skills.
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1). You also gain an additional use of your Blood Maledict feature. In addition to this, you also gain advantage on Intelligence (Investigation), and Wisdom (Survival) checks regarding blood.
Blood Form
Upon reaching 7th level, as an action, if you aren’t incapacitated you can choose to magically adopt the properties of blood.
You’re under the following effects while in this form:
Liquid Movement. You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.
Watery Resilience. You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.
Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round) or if you are incapacitated or die.
You can use this feature once. Beginning at 15th level, you can use your Blood Form feature twice between rests and gain the ability to use it as a reaction. You regain all expended uses when you finish a short or long rest.
Brand of Dueling
Beginning at 11th level, your Brand of Castigation now enrages your opponent, compelling them to target you. The creature targeted by your Brand of Castigation must succeed on a WIS Saving Throw (DC = 8 + your proficiency bonus + your INT modifier.) On a failed save, the target has disadvantage on attack rolls against creatures other than you. If there is a large container of blood nearby, e.g. a fresh corpse, your target is surrounded in a 20ft radius cylinder of blood. Though you may pass through the wall of blood freely, any other creature must succeed on a DC 12 STR check to be able to pass through. The wall of blood is translucent and any ranged attacks made on a creature on the opposite side of the blood wall is made with disadvantage.
Blood Curse of the Exorcist
At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Rite Revival
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.