Bloodhunter - Sanguiphage

by UnderpaidGolbin

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Bloodhunter Order

Order of the Sanguiphage

The extent of Hemocraft can be a mystery even to experienced practitioners, and many are constrained to the use of their own blood as fuel for their spells.

Sanguiphages, often referred to as blood mages, have learned to substitute their own blood for the blood of others in their spells, as learned in the scrawlings of ancient vampires and blood-obsessed sorcerers.

Seeping

When you choose this subclass at 3rd level, you learn ancient hemocraft spells designed to draw lifeforce from your enemies. Whenever a creature takes extra damage from your Crimson Rite feature as shown on the Blood Hunter table, you may regain hit points equal to half the extra damage dealt.

Maledictive Substitute

Also at 3rd level, you may draw the blood of a creature near you to grow the power of your curse. As part of the action used to activate a Blood Curse, you may force a creature adjecent to you to make a Constitution saving throw. On a failed save, you may cause the creature to lose a number of hit points equal to your hemocraft die, and amplify your Blood Curse.

Pureblood

At 7th level, you have the ability to alter the content of blood, purifying it or pumping it with adrenaline when need be. You gain immunity to the poisoned condition. As an action, you can end any disease currently affecting you or a creature you touch.

Additionally, you may reduce your hit points by an amount equal to a roll of your Hemocraft die to clear one level of exhaustion. Once you use this ability to clear exhaustion, you cannot do so again until after a short or long rest.

Parasitic Brand

At 11th level, when a creature that you have hit with an attack since the last round deals damage to you, you may use your reaction to force a constitution saving throw. On a failed save, the creature is branded as detailed in the Brand of Castigation feature, without expending a use of the feature. Only one creature can be branded this way at a time, and the brand lasts for 1 minute or until you use this feature to force a different creature to make the saving throw.

Blood Curse of Letting

At 15th level, you discover an ancient, debilitating hemocraft spell. You gain the Blood Curse of Letting (detailed below) for your Blood Maledict feature. This does not count against the number of Blood Curses known.

Vampiric Mark

At 18th level, whenever a feature would require you to roll your hemocraft die and reduce that amount from your hit points, you may instead reduce the hit points of a creature branded by your Brand of Castigation instead. You can use Brand of Castigation three times before needing a short or long rest, and you may have up to 3 creatures branded at a time, not counting those marked by the Parasitic Brand feature.

Blood Curse of Letting

Prerequisite: 15th level, Order of the Sanguiphage
As an action, you force a creature you can see within 15 feet to make a Constitution saving throw or be covered in sensitive open wounds. For the next minute, the target bleeds from the wounds, taking 2d6 necrotic damage at the beginning of their turn. The target may remake the save at the end of each turn, ending the effect on a successful save.

Amplify. The target gains weakness to all physical attacks for the duration.

Created By: Underpaid_Golbin
Art By: sagasketchbook
Published by: Re-brew

Re-brew | Sanguiphage
 

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