Blood Hunter
Base Class: Blood Hunter

where the order of the lycan change forms to become monsters, the order of the mutant use their mutagens to upgrade their capacities, the order of the ghostslayer focus on blood maledict to hunt ghostly creature and the order of the profane souls sign pacts with greater entity, the order of the blood weapons focus on a simple thing : use their blood to create weapon that won't break or be out of ammunitions.

Like the order of the ghostslayer wich focus one hunting etheral monster, the hunters from the blood weapons focus on hunting a specific type of prey; their prey are humans, but as you know they don't hunt norma human, they hunt fanatics, criminal and magic users who may summon, worship or use monsters to attack peoples.
they fight less monster than other orders but are not bad at doing so.

Blood weapon

When you join this order at 3rd level you can :
for 1 action you create a weapon of your choice with your blood, you can also do it for 1 bonus action and 1 damage hemocraft die.

In order to manifest a weapon, you must first have consumed a similar weapon through a ritual, during a long rest. A consumed weapon is permanently destroyed, you can keep in memory a maximum of 2 weapons, this number increases by 1 at levels 7 (3), 11 (4), 15 (5) and 18 (6), if you perform the ritual while you have the maximum of weapon stored, you need to replace one of your choice.

Ranged weapons created by this do not need ammo, but crossbows keep the "loading" Properties. Melee weapons can't be broken or leave your hand unless you are unconscious. You can apply your rites on a blood weapon.

You can only summon one weapon at a time, if you summon again the previous weapon disappears, you cannot throw a blood weapon. You cannot consume magic weapons, thrown weapons, armors or shields

if you enter a anti-magic field, an enemy casts "counter-spell", "Dispel Magic" or any other spells or areas with similar effects your weapon disappears.

 

Blood warrior

At level 7 you gain one fighting style to choose from the warrior fighting styles.

Your blood weapon counts as magic to overcome resistances.

You can have two active blood weapons, the same, or two different ones.

Crossbows no longer have the "loading" property

You can now consume and summon a non-magical shield with Blood Weapon.

Arcane resistance

At level 11 when an effect of "dispel magic", "counter-spell" or other similar spell affects you you can make an intelligence save against the caster's DC, if successful you keep your weapons. If the effect lasts for more than one turn you will need to restart the save at the start of each turn.

An anti-magic field still causes blood weapon to disappear.

When you have a blood shield in hand, you have resistance to magic damage, from spell only. If an enemy in your melee range casts a spell you can use your reaction to attack.

Blood Weapon Master

At 15th level, all of your blood weapons have +1 attack and damage.

You can summon two blood weapons with the same action, or the same bonus action.

For a bonus action and 1 hemocraft die of damage you can increase the range of a single melee blood weapon by (5ft) for a number of turns equal to the hemocraft roll divided by 2 (rounding down) minimum of 1

Blood Maledict of Weakness

at 18th level you learn the following blood curse.

For a bonus action, you can target a creature that you can see at 30ft, the target's reflexes become slower, it suffers a penalty to its AC equal to a roll of 1 hemocraft die, until the start of your next turn.

Amplify : the curse lasts 1 minute, each turn the target can save a constitution to end it 

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