Base Class: Blood Hunter
Transmuter Blood Hunters are those who have mastered the technique of taking the blood of their enemies and manipulating it for their benefit or the benefit of others. They are able to take the blood of an enemy and empower either themselves or their allies through blood magic.
Blood Exchange
At 3rd level, you have learned to harvest the blood of others to replace some of your own. Whenever you deal damage with your hemocraft die, you heal an amount of health equal to half the damage dealt(rounded up).
Transfusion
At 3rd level, you have learned how to take the blood of others and manipulate it in strange ways. As a reaction, whenever you deal damage to a creature using your hemocraft die or use your blood maledict, you may choose one of two options to impose on you or an ally within 15 feet: Drain or Manipulate. Using tour blood maledict with this feature does not require you to use your reaction. Any Manipulations that require saving throws use your Hemocraft save DC. You pick 3 manipulations at 3rd level, and gain 1 each time you gain a feature with this class.
Blood Curdle
The target must make a Constitution saving throw. On a failed save, the creature takes 2d6 rite damage. On a successful save, the creature takes half the damage.
Disarm
The target must succeed a Strength saving throw or drop an object of your choice. You may use your Hemocraft die and subtract the result from the saving throw. This needs to be done before the DM declares the save a success or failure.
Empower
The next attack made by the target creature gains a plus to attack or damage equal to your half your Blood Hunter level, rounded up.
Madden
The target creature must succeed a Wisdom saving throw, or become frightened and incapacitated for 1d4 turns.
Manipulated Strike
If the target is yourself or an ally, that character gains advantage on their next attack roll. If the target is not friendly to you, that creature gains disadvantage on their next attack roll.
Puppet
The target must make an Intelligence saving throw. On a failed save, the creature falls under your command. On it's next turn, you control where and what the creature does as if it were a player character. You do not learn the health or armor class of this creature, and lose control after it's turn is over.
Transfer
The target creature gains temporary hit points equal to half your blood hunter level(rounded up) + your Constitution modifier.
Advanced Transfusion.
Upon reaching 7th level, you have gained much more knowledge in the art of transfusion. You gain the following benefits:
- Any temporary or regular hit points gained now heal for your full character level instead of half
- Blood Curdle deals 2d8 rite damage
- Your range with Transfusion increases to 30 feet
Brand of Siphoning
Beginning at 11th level, your Brand of Castigation now transfers a fragment of your foe’s essence, leaving them weaker while healing you. At the beginning of the branded creatures turn, they must make a Constitution save. On a failed save, they take necrotic damage equal to your hemocraft die and you heal that much damage. On a success, they take half and you heal half.
Blood Curse of Draining
At 15th level, you’ve honed your hemocraft to steal specific parts of a creatures life force and transfer it to yourself for a short time. You gain the Blood Curse of Draining for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Transmutation Master
Upon reaching 18th level, you learn to transmute blood to a very powerful and potent degree. You gain the following benefits:
- Blood Curse of Draining now uses 1d6 and increases it's range to 45 feet
- When you use Blood Exchange, you gain temporary hit points equal to half the hit points you healed
- Any creature targeted by a Transfusion gains disadvantage on saving throws made against a Transfusion
- Brand of Siphoning gives a creature disadvantage on it’s saving throw
Previous Versions
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3/19/2021 8:20:57 PM
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