Blood Hunter
Base Class: Blood Hunter

The Order of the Bloodknight is the youngest and most commonly seen of the orders, as once the secrets of blood magic are learned it is a simple and quick step to learning the methods in which your blood is not only used to empower you but how the blood of those around you can be used in the same way. Bloodknights are the most aggressive of the orders, knowing that skulking the shadows and using blood magic in subtle and quiet ways to deal with the dark creatures of the world is not always the most viable method. Bloodknights know that sometimes you have to face the threat head-on, and beat it into submission. They excel in one on one battles with the terrors that threaten the world. 

Frontline Training

Starting when you choose this archetype at 3rd level, you have trained to stand on the front lines against whatever other worldly force you face, giving you proficiency with heavy armor.

Waste Not

Starting when you select this archetype at 3rd level, you have learned to quickly siphon the life energy from creatures that fall around you. When a creature within 30 of you takes damage that brings it to 0 hit points, you can expend your reaction to cause any damage done over what would bring it to 0 to siphon to you, healing you for the number of damage done over the 0 hit point threshold. If this healing would bring you above your maximum hit points it is converted into temporary hit points.

Guiding Brand

At 7th level, when you use your Brand of Castigation you have advantage on all attack rolls against the creature under the effects of the brand. 

Forced Sacrifice

Starting at 11th level, you learn to utilize the blood of other creatures to activate your Crimson Rite. When you strike a creature with a melee attack roll, you can (no action required) attempt to force the creature to sacrifice its vitality to fuel your Crimson Rite, it must succeed on a Constitution saving throw or take damage equal to your hemocraft die and suffer additional damage as if you had a Crimson Rite active when you made the attack. 

When you make a melee attack while you have a Crimson Rite already active, the target creature must make a Constitution saving throw, on a failure your Crimson Rite damage increases by two additional hemocraft die. 

Brand of Ruin

At 15th level, your Brand of Castigation becomes a Brand of Ruin. After you brand a creature you can use your bonus action to cause the Brand to flare with energy. The branded creature must make a Constitution saving throw, taking 6 hemocraft die as phsyic damage, or half as much on a success. You can use this feature a number of times equal to your Intelligence modifier every long rest.

Blood Bastion

At 18th level, your command over hemocraft allows damage you take to be reduced and converted to a barrier. At the end of every long rest roll 2 hemocraft die. Until the end of your next long rest anytime you take damage you gain temporary hit points equal to the number rolled.

Previous Versions

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4/29/2021 7:45:37 PM
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