Base Class: Blood Hunter
Blood hunters use there blood as a main weapon for the battle but blood has a limit in quantity, and if overdone they might damage themself to much or even can die from blood loss. A leader of blood hunters have made a secret and dark method of making the body into a undead like state where it needs no blood to work, this however makes the members of the Order of the Husked Heart always in some sort of pain, trauma or have a common trait of having the internal organs dry out like a husk of no blood.
This Order of Bloodhunters have gone of the map of history and became twisted fairy tales of Blood huntet members. But around the world buildings and members of the Husked Heart order can be found and they accept any who is worthy of these secrets.
Continuous Coagulation
When you reach level 3 you take only halve of the rite damage. You are unable to die from blood loss or infections, you are also resistancte to acid and poison damage.
You also can use your crimson rite on multiple weapons, this counts as one bonus action.
Haemokinesis
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells.
Cantrips. You learn two cantrips of your choice spell list. You learn additional cantrips of your choice at later levels.
Spell Slots. The Husked Heart Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher. At 3rd level, you know two 3rd-level spells of your choice from the spell list. You also can choose to learn level 1 or level 2 spells.
The Spells Known column of the table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
Additionally, when you gain a level in this class and order, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| BLOOD HUNTER LEVEL | CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 2 | 3rd |
| 4th | 2 | 2 | 2 | 3rd |
| 5th | 2 | 3 | 2 | 3rd |
| 6th | 2 | 3 | 3 | 3rd |
| 7th | 2 | 4 | 3 | 4th |
| 8th | 2 | 4 | 3 | 4th |
| 9th | 2 | 5 | 3 | 4th |
| 10th | 3 | 5 | 3 | 4th |
| 11th | 3 | 6 | 3 | 4th |
| 12th | 3 | 6 | 3 | 4th |
| 13th | 3 | 7 | 3 | 5th |
| 14th | 3 | 7 | 3 | 5th |
| 15th | 3 | 8 | 3 | 5th |
| 16th | 3 | 8 | 3 | 5th |
| 17th | 3 | 9 | 3 | 5th |
| 18th | 4 | 9 | 4 | 5th |
| 19th | 4 | 10 | 4 | 6th |
| 20th | 4 | 11 | 5 | 6th |
Bloodborn Focusing
Beginning at 3rd level, your weapon becomes a core of your haemokinetic magic. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your spells, and you can use blood as a material focus for spells, except money or objects with specifict costs. Your blood will be your magic it will ignite into flames, freeze into ice or puppet objects or creatures.
Double Tap
Starting at 7th level, when you cast a spell, you can immediately make one weapon attack as an action or bonus action.
You can also cast cantrips and spells that are lower than your highest spell slot, as a bonus action.
Patient Vessel
At 7th level you gain immunitie to alcohol, and every long rest you can choose to be immune to acid or poisin damage, every long rest you may swich it or keep it. And resistance to slashing damage from non-magical and weapons that are not silver based.
You are not immune to the condition of poisioned.
Branded by Scars
Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic and crimson rite attacks. A creature branded by you has disadvantage on their saving throws against your spells and your crimson rite attacks.
Cunning by blood
As an action or bonus action you can use Crimson Rite on the weapon of willing creatures in an area of a 120 ft.
When you activate your crimson rite you can choose a creature in a 100 ft. and make that target take the damage instead of you. (The damage is the damage that is dealt to you when you would activate your crimson rite, it is equal to your level, and a creature can take this damage once a round.)
Blood Curse of Husked Hearts
Starting at 18th level, you’ve learned two more blood curses, one specific and one of your choice of any other blood curse . You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known. And gain one additional Blood Curse of your choice. This doesn't count against your munber of blood curses.
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