Blood Hunter
Base Class: Blood Hunter

Out of any of the Blood Hunter Orders, the Order of the Blood Angels was considered the most sacrilegious. Basing their practices off of the long-extinct Blood Aasimar that Blaed the Blood God had created to wipe out the remaining Immortals, the Order of the Blood Angels has been cast off, only truly embraced by the scattered, incredibly weakened remains of the Spider Throne.

Blood Angels seek out the power of how their blood could, when malformed to incredible extents, be used as both a weapon and a suit of impenetrable armor.  

Blood Armor

Starting when you take this archetype at 3rd level, as many times per long rest as your proficiency bonus (as a bonus action) you can increase your armor class by your hemocraft die for one minute, and when you do, you decrease your hit points by that amount. 

Rite Defense

At 7th level, when you would take damage from an attack, you can spend a reaction to deal your Crimson Rite damage type, which is doubled towards your attacker. The damage you would have taken is nullified entirely, however you still take your hemocraft die in damage. You can use this ability as many times per short rest as your constitution bonus. 

Extra Attack

Beginning at 7th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Wings of the Blood God

Beginning at 11th level, you gain a flight speed equal to your walk speed. You can only use this flight speed as wings formed of your own blood spring from your back, which you summon or fold away with an action, and by sacrificing your hemocraft die worth of hit points. 

Bloodshot

At 15th level, as a bonus action twice per long rest, you can take a hemocraft die in rite damage upon yourself to deal 2d6 piercing damage to one creature you can see as blood shoots from your body and hardens into spikes. A creature hit by this attack must succeed a constitution saving throw (DC equal to your level) or take your hemocraft die in rite damage. 

Angel of Blaed

Starting at 18th level, you gain resistance to lightning and necrotic damage. Additionally, you can also choose a more advanced form of the Crimson Rite from the list below. These rites can be used along with your Rite Defense feature, although their additional effects aren't activated when this happens. 

Rite of the Arcane

Your rite damage deals force damage, and additionally, the target loses all of its resistances or immunities to damage until the end of your next turn.

Rite of the Melting

Your rite damage deals acid damage and a target must make a constitution saving throw at the start of its turn, taking another hemocraft die of acid damage on a failed save, and ending the effect upon itself on a successful one. This effect continues until the creature succeeds.

Rite of the Sick

Your rite damage deals poison damage and a target is poisoned for one minute when struck. After the duration at the start of its turn, the target must succeed a Constitution saving throw (DC equal to your level) or become stunned until the start of your next turn.

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