The Blood Hunter
Blood Hunters are incredibly rare, with most refusing to tap into the dark, self-harmful arts that it entails. Those that do exist are generally outcasts, hermits, or investigators, going to great lengths to track down and purge the evils of the world with their curses and rites.
Order of the Entombed
3rd Level: Embalming Blood
You may use a bonus action to take necrotic damage equal to your Hemocraft die, which cannot be reduced in any way. Each creature within 5 feet of you when you do so has their body preserved as though they were affected by the Gentle Repose spell.
3rd Level: Under Wraps
You wrap your body with special bandages that can be used as extensions of your body. When you take the Attack action to attempt to grapple a creature you may choose to grapple any creature within 15 feet of you, provided they are no more than one size category larger than you. If your grapple check is successful you immediately pull them to the nearest unoccupied space within 5 feet of you. In addition you may choose to enchant your grapple checks with your Crimson Rite, dealing damage on a successful grapple check equal to your Hemocraft die of the same type as the type provided by the Crimson Rite you use.
7th Level: Shifting Sand
The area within 10 feet of you is considered difficult terrain for enemies.
11th Level: Rotting Curse
Amplifying a Blood Curse also causes the creature targeted by the curse to not be able to regain hit points while the curse is active.
15th Level: Dreadful Glare
As an action one creature within 60 feet of you makes a Wisdom saving throw, becoming frightened until the end of your next turn on a failed save. If they fail this save by 5 or more they are also paralyzed for the same duration. A target that succeeds on the saving throw is immune to your Dreadful Glare for the next 24 hours.
18th Level: Sandstorm
Enemies within 10 feet of you are blinded until they are no longer within 10 feet of you. In addition, you are considered lightly obscured for the purposes of determining your AC.
You may use a bonus action to take necrotic damage equal to your Hemocraft die, which cannot be reduced in any way. Each creature within 5 feet of you when you do so has their body preserved as though they were affected by the Gentle Repose spell.
3rd Level: Under Wraps
You wrap your body with special bandages that can be used as extensions of your body. When you take the Attack action to attempt to grapple a creature you may choose to grapple any creature within 15 feet of you, provided they are no more than one size category larger than you. If your grapple check is successful you immediately pull them to the nearest unoccupied space within 5 feet of you. In addition you may choose to enchant your grapple checks with your Crimson Rite, dealing damage on a successful grapple check equal to your Hemocraft die of the same type as the type provided by the Crimson Rite you use.
7th Level: Shifting Sand
The area within 10 feet of you is considered difficult terrain for enemies.
11th Level: Rotting Curse
Amplifying a Blood Curse also causes the creature targeted by the curse to not be able to regain hit points while the curse is active.
15th Level: Dreadful Glare
As an action one creature within 60 feet of you makes a Wisdom saving throw, becoming frightened until the end of your next turn on a failed save. If they fail this save by 5 or more they are also paralyzed for the same duration. A target that succeeds on the saving throw is immune to your Dreadful Glare for the next 24 hours.
18th Level: Sandstorm
Enemies within 10 feet of you are blinded until they are no longer within 10 feet of you. In addition, you are considered lightly obscured for the purposes of determining your AC.
Order of the Lantern
3rd Level: Soul Lantern
You gain a special lantern made for trapping and harnessing the power of spirits. This lantern can be used as a Shield by you and absorbs the spirit of any living or undead creature reduced to 0 hit points by you while you hold it. A creature with a trapped spirit cannot return to life by any means and you may consume a trapped spirit in your lantern to deal additional weapon damage with a weapon attack made by you equal to the damage dealt by your Hemocraft Die. You may summon your lantern to you as an action and you may craft a new soul lantern after a long rest if it’s ever destroyed.
3rd Level: Ethereal Sight
You gain darkvision out to 60 feet and may see into and out of the Spirit Realm, allowing you to always see and influence any incorporeal creatures residing there.
7th Level: Spirit’s Maledict
Amplifying a Blood Curse against creatures with Incorporeal movement does not expend a use of your Blood Maledict feature. You may also consume five trapped spirits in your soul lantern to regain and immediately use a Blood Curse as a bonus action.
11th Level: Enthralling Lantern
You may choose to trap the soul of any living or undead creature reduced to 0 hit points within 10 feet of you.
15th Level: Spirit’s Game
Once per long rest you may use a bonus action to cause one of the following games to happen. You may regain the use of this feature early by consuming ten trapped spirits in your soul lantern as a bonus action.
18th Level: Blood Curse of Intangibility
You gain the following Blood Curse, which doesn’t count against the number of blood curses you know:
You gain a special lantern made for trapping and harnessing the power of spirits. This lantern can be used as a Shield by you and absorbs the spirit of any living or undead creature reduced to 0 hit points by you while you hold it. A creature with a trapped spirit cannot return to life by any means and you may consume a trapped spirit in your lantern to deal additional weapon damage with a weapon attack made by you equal to the damage dealt by your Hemocraft Die. You may summon your lantern to you as an action and you may craft a new soul lantern after a long rest if it’s ever destroyed.
3rd Level: Ethereal Sight
You gain darkvision out to 60 feet and may see into and out of the Spirit Realm, allowing you to always see and influence any incorporeal creatures residing there.
7th Level: Spirit’s Maledict
Amplifying a Blood Curse against creatures with Incorporeal movement does not expend a use of your Blood Maledict feature. You may also consume five trapped spirits in your soul lantern to regain and immediately use a Blood Curse as a bonus action.
11th Level: Enthralling Lantern
You may choose to trap the soul of any living or undead creature reduced to 0 hit points within 10 feet of you.
15th Level: Spirit’s Game
Once per long rest you may use a bonus action to cause one of the following games to happen. You may regain the use of this feature early by consuming ten trapped spirits in your soul lantern as a bonus action.
- Composer’s Game: For the next minute, enemies that can hear you take necrotic damage equal to your Hemocraft die at the start of each of their turns. This damage cannot be reduced in any way.
- Mask’s Game: Up to five willing allies combine with you into a single, Huge ghostly body surrounding your lantern. While combined, you and each of your allies still have their own statistics and abilities and take turns and reactions as normal, however you share movement, you may choose who takes damage when the body takes damage, and your AC and saving throws are always the highest values for those scores. This feature ends when the body fails a saving throw for the first time, when an ally is reduced to 0 hit points, after a minute passes, or when you choose to end it with a bonus action.
- Prankster’s Game: A single humanoid creature you can see makes a charisma saving throw, becoming cursed by one of the curses outlined in the Accursed feat if they fail. This effect ends when you use a bonus action to remove it, when you are reduced to 0 hit points, or when you use Spirit’s Game again.
- Reaper’s Game: A single humanoid creature within 5 feet of you that has half their hit points or fewer immediately drops to 0 hit points.
- Sister’s Game: A single object you can see has its shadow absorbed into your lantern, becoming immovable as though it were an immovable rod. This effect ends when you use a bonus action to restore the shadow, when you are reduced to 0 hit points, or when you use Spirit’s Game again.
18th Level: Blood Curse of Intangibility
You gain the following Blood Curse, which doesn’t count against the number of blood curses you know:
- As a reaction when an enemy within 30 feet of you starts its turn you may have it make a Charisma saving throw or it immediately enters the Spirit Realm, becoming invisible, incorporeal, and unable to affect or be affected by anything on the material plane. This ends as soon as you take an action.
- Amplify: This effect instead lasts for the next minute. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
Order of the Spliced
3rd Level: Spliced Weaponry
You have a special way of modifying weaponry, splicing it together with other weapons to make something unique. The weapon gains two of the following features:
When taking a short or long rest you may choose to splice a different weapon, enhancing it in the same way you did the previous weapon, however doing so reverts the initial weapon to normal.
3rd Level: Blood Bargain
You may take necrotic damage equal to your Hemocraft die when making a skill check to increase the check by an amount equal to the damage you rolled on the die. Damage dealt in this way cannot be reduced by any means.
7th Level: Supernatural Talent
Your cursed blood provides you with a supernatural talent, causing you to always be under the effects of one of the following spells of your choice (even when dispelled or in an antimagic zone): Detect Evil and Good, Detect Magic, Detect Poison and Disease, Expeditious Retreat, Feather Fall, Heroism, Jump, Longstrider, or Mage Armor.
11th Level: Improved Supernatural Talent
Your Supernatural Talent feature grants you an additional spell to always be under the effects of.
15th Level: Hemocraft Splicing
Whenever you would roll a Hemocraft die you may choose what type of die to roll, up to a d12.
18th Level: Supernatural Supremacy
You are always under the effects of one of the following spells of your choosing (even when dispelled or in an antimagic zone): Alter Self, Barkskin, Blur, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, See Invisibility, or Spider Climb.
You have a special way of modifying weaponry, splicing it together with other weapons to make something unique. The weapon gains two of the following features:
- Cleaving: Attack rolls using the weapon may also target a second creature within 5 feet of the initial target.
- Crushing: The weapon deals double damage to objects and ignores their resistance to bludgeoning, piercing, and slashing damage.
- Grafted: The weapon is attached to you and cannot be dropped, traded, or stolen.
- Launching: You may make melee weapon attacks on your turn out to a range of 30 feet. Once an attack is made in this way it remains tethered to you, taking a bonus action to return the weapon to your hand.
- Overbearing: The weapon deals an extra die of damage when scoring a critical hit.
- Returning: The weapon automatically returns to your hands after being thrown or launched via the Hookshot feature.
- Spinning: You may use your bonus action to make a single weapon attack with another part of your weapon, dealing 1d4 + your Strength modifier bludgeoning or slashing damage on a hit.
When taking a short or long rest you may choose to splice a different weapon, enhancing it in the same way you did the previous weapon, however doing so reverts the initial weapon to normal.
3rd Level: Blood Bargain
You may take necrotic damage equal to your Hemocraft die when making a skill check to increase the check by an amount equal to the damage you rolled on the die. Damage dealt in this way cannot be reduced by any means.
7th Level: Supernatural Talent
Your cursed blood provides you with a supernatural talent, causing you to always be under the effects of one of the following spells of your choice (even when dispelled or in an antimagic zone): Detect Evil and Good, Detect Magic, Detect Poison and Disease, Expeditious Retreat, Feather Fall, Heroism, Jump, Longstrider, or Mage Armor.
11th Level: Improved Supernatural Talent
Your Supernatural Talent feature grants you an additional spell to always be under the effects of.
15th Level: Hemocraft Splicing
Whenever you would roll a Hemocraft die you may choose what type of die to roll, up to a d12.
18th Level: Supernatural Supremacy
You are always under the effects of one of the following spells of your choosing (even when dispelled or in an antimagic zone): Alter Self, Barkskin, Blur, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, See Invisibility, or Spider Climb.