Blood Hunter
Base Class: Blood Hunter

Sacrificing blood in exchange for power is standard practice for a Blood Hunter. By manipulating the innate power within the blood of a creature, amazing powers can be evoked. One particular sect of Blood Hunters realized however that one will always have the greatest control of one's own blood. By focusing their discipline on manipulating their own blood, your order developed techniques for turning the blood every warrior sacrifices into its own powerful weapon.

Blood Bullets

When you join this order at 3rd level, you learn how to not only empower and curse using blood but also how to use it directly as your weapon.

When you activate your Crimson Rite you can apply it directly to your blood. When you do, your blood coalesces onto your skin ready to be fired. When you activate your Crimson Rite in this way, you gain a number of blood bullets equal to three times the damage you took from activating your Crimson Rite. Additionally, whenever you take damage you gain 1 blood bullet if your Crimson Rite is active. Crimson Rite applied to your blood bullets stays active until you fall unconscious or take a short or long rest.

You gain the ability to form your sacrificed blood into a blood bullet. Blood bullets count as a simple ranged weapon with the finesse and ammo properties. It has a normal range of 120 feet and a long range of 240 feet, and on a hit, it deals 1d8 magical piercing damage. You must have at least one free hand in order to fire a blood bullet. This damage is considered magical for the purpose of overcoming resistance and immunity.

Anemia Resistance

Beginning at 3rd level, the constant blood brought on by your hemocraft techniques has caused you to develop a drastically improved recovery rate.  If you regain hit points at the end of a short rest by spending one or more Hit Dice, you regain additional hit points equal to a roll of your Hemocraft Die.

Blood Curse of Exsanguination

At 7th level, you've developed a new technique with your Hemocraft arts that allows you to turn even a small scratch into a mortal wound and fueling your arsenal in the process. You gain the Blood Curse of Exsanguination for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Exsanguination
When a creature you can see within 60 ft of your takes slashing or piercing damage, you can use your reaction to attempt to tear open the wound in order to bring the creature that much closer to death. The creature must make a Constitution saving throw, taking damage equal to two rolls of your Hemocraft die on a failed save, or 1 roll on a success. You gain temporary hit points equal to half of the damage dealt (rounded up), and if your crimson rite is active you gain a blood bullet for each die rolled.

Amplify. The curse lasts for 1 minute. At the start of the creature's turn, it takes damage equal to 1 roll of your Hemocraft die and you gain the temporary hit points and blood bullet again. At the end of each of the creature's turns, it can roll another Constitution saving, ending the effect on a success.

 

Rapid-fire Rounds

Beginning at 11th level, you've learned how to create a slimmer, faster blood bullet that's able to be fired in rapid succession. When you take the attack action, you can choose to form your blood bullets into rapid-fire rounds until the end of your turn. When you do, your blood bullet's damage becomes 1, but you can then use your bonus action to shoot two additional blood bullets.

Starting at 15th level, your blood bullet damage while using this ability becomes 2. At 18th level, while using this ability you can now fire 3 blood bullets during your bonus action.

Brand of Harvesting

Upon reaching 15th level, your Brand of Castigation now causes some of the life draining out of your foe to return to you. Each turn, the first time you damage a branded creature with a blood bullet you regain 3 hit point.

Sanguine Flare

Upon reaching 18th level, you've become a master of blood manipulation within yourself. Utilizing the arcane power you've learned to manifest through your hemocraft, you've learned how to coalesce this magical energy—using your blood as the control medium—into a violent mass ready to detonate on your command. As an action, reduce your current hit points by 1-4  rolls of your Hemocraft Dice. Doing so forms a Sanguine Flare that can be fired at a point you can see within 120-ft of you that deals necrotic damage equal to three times the number of Hemocraft Dice you damaged yourself with. Creatures within a 20-ft-radius of that point must make a Dexterity saving throw against your Hemocraft save DC. On a failed save, creatures take the full damage of the Sanguine Flare, or half damage on a successful save.

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