Base Class: Blood Hunter
Doctors Orders
When you choose this order at 3rd level, you gain proficiency with herbalism kit and the medicine skill, if you have proficiency with ether of these you may choose a different artisans tool and skill.
The Rite of the Other
Your knowledge of the body of others lets you learn how to use, not just your blood, but the blood of others. When you hit a creature with a weapon attack you can use a bonus action to activate a crimson rite without taking any damage towards yourself. However the next attack made against you deals extra damage equal to 2 of your hemocraft die. You can use this feature an equal number of times equal to your intelligence modifier and regain all uses when you finish a long rest.
Blood Draw
Starting at 7th level, at the start of your turn ,if you aren't incapacitated, you can draw the life from the beings around you to keep your self alive. The creature must have been taken at least 1 point of damage and must have blood to use this feature. when you use this feature you regain a number of hit points equal to 1 of your hemocraft die + your intelligence modifier. To use this feature on the same creature again you must hit the creature with a crimson right. You can use this feature an equal number of times as your proficiency bonus and you regain all uses after you finish a short/long rest.
Blood Donor
Starting at 11th level, your blood can be used to help as well as harm. As an action you can open a wound in your body taking damage equal to one of your hemocraft die and you can heal a creature that is within 60 ft of you, that creature regains hit points equal to 2 of your hemocraft dice. Additionally that creature gets cured of any disease and poison and has resistance to poison damage for 10 minutes. Once you use this feature you have to finish a long rest to use it again.
Brand of Toxic Blood
Upon 15th level, you gain resistance to poison damage and a branded creature must make a construction saving throw or be poisoned as there blood begins to rot. The poison lasts the deration of the brand and if you apply the brand again the new target must make the constitution save.
The Wound Master
Stating at 18th level, you have mastered your knowledge and can open and close wounds at will. You can cast inflict wounds and mass cure wounds as a 7th level spell. Once you cast one of the spells in this way you can't cast them again until you finish a short/long rest.
Doctors Orders
When you choose this order at 3rd level, you gain proficiency with herbalism kit and the medicine skill, if you have proficiency with ether of these you may choose a different artisans tool and skill.
The Rite of the Other
Your knowledge of the body of others lets you learn how to use, not just your blood, but the blood of others. When you hit a creature with a weapon attack you can use a bonus action to activate a crimson rite without taking the any damage towards yourself. However the next attack made against you deals extra damage equal 2 of your hemocraft die. You can use this feature an equal number of times equal to your intelligence modifier and regain all uses when you finish a long rest.
Blood Draw
Starting at 7th level, at the start of your turn ,if you aren't incapacitated, you can draw the life from the beings around you to keep your self alive. The creature must have been taken at least 1 point of damage and must have blood to use this feature. when you use this feature you regain a number of hit points equal to 1 of your hemocraft die + your intelligence modifier. To use this feature on the same creature again the creature you must hit the creature with a crimson right. You can use this feature an equal number of times as your proficiency bonus and you regain all uses after you finish a short/long rest.
Blood Downer
Starting at 11th level, your blood can be used to help as well as harm. As an action you can open a wound in your body taking damage equal to one of your hemocraft die and you can heal a creature that is within you can 60 ft of you, that creature regain hit points equal to 2 of your hemocraft die. Additionally that creature gets cured of any disease and poison and has resistance to poison damage for 10 minutes. Once you use this feature you have to finish a long rest to use it again.
Brand of Toxic Blood
Upon 15th level, you gain resistance to poison damage and a branded creature must make a a construction saving throw or be poisoned as there blood begins to rot. The poison lasts the deration of the brand and if you apply the brand again the new target must make the constitution save.
The Wound Master
Stating at 18th level, you have mastered your knowledge and can open and close wounds at will. You can cast inflict wounds and mass cure as a 7th level spell. Ones you cast one of the spells in this way you can't cast them again until you finish a short/long rest.
Previous Versions
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4/25/2021 2:12:29 PM
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4/26/2021 8:37:40 PM
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Coming Soon
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