Blood Sport

**Blood Sport** is a blood hunter class feature developed by Kronin.

At 3rd level you learn three *blood techniques*. You learn two additional blood techniques at 7th, 10th, 15th and 20th level. Each time you learn a new blood technique, you can also replace one blood technique you already know with a different one.

If an option requires a saving throw, your Blood Sport save DC equals 8 + your proficiency bonus + your Intelligence modifier.

# **Blood Techniques**

## **Blood Bending**

***Prerequisites:*** *10th level Blood Hunter*

As a bonus action or reaction (your choice) you can bend the blood of a creature you can see within 60 feet of you. The creature must succeed on a Constitution saving throw, or it is moved by you in any direction within range. If the creature moved in this way enters your or one of your ally's melee range, you or your ally can use a reaction to make an opportunity attack against it.

***Exhaustion roll.*** You have a 30 percent chance of getting one level of exhaustion.

## **Blood Burst**

***Prerequisites:*** *15th level Blood Hunter*

As a bonus action you can boil the blood of a creature you can see within 60 feet of you. The creature must make a Constitution saving throw. The target takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target is reduced to 0 Hit points with this attack, their body explodes and all creatures within 20 feet of it must make a Wisdom saving throw or receive 8d8 psychic damage.

***Exhaustion roll.*** You have a 40 percent chance of getting one level of exhaustion.

## **Blood Wave (Form 1)**

As an action, you jump over creatures in a straight line at double your normal long jump distance. Each creature you jump over makes a Dexterity saving throw. On a failure, they take 2d10 + your Intelligence modifier slashing damage from the cuts of your weapon. On a success, they take only half the damage.

***Exhaustion roll.*** You have a 30 percent chance of getting one level of exhaustion, and a 1 percent chance of getting two levels of exhaustion.

## **Blood Wave (Form 2)**

***Prerequisites:*** *7th level Blood Hunter*

As an action, you jump over creatures in a straight line at double your normal long jump distance. Each creature you jump over makes a Dexterity saving throw. On a failure, they take 4d10 + your Intelligence modifier slashing damage from the cuts of your weapon. On a success, they take only half the damage.

***Exhaustion roll.*** You have a 50 percent chance of getting one level of exhaustion and a 5 percent chance of getting two levels of exhaustion.

## **Blood Wave (Form 3)**

***Prerequisites:*** *15th level Blood Hunter*

As an action, you jump over creatures in a straight line at double your normal long jump distance. Each creature you jump over makes a Dexterity saving throw. On a failure, they take 6d10 + your Intelligence modifier slashing damage from the cuts of your weapon. On a success, they take only half the damage.

***Exhaustion roll.*** You have a 80 percent chance of getting one level of exhaustion, and a 10 percent chance of getting two levels of exhaustion.

## **Blood Wave Master**

***Prerequisites:*** *20th level Blood Hunter and knowing at least one form of Blood Wave (which gets replaced by Blood Wave Master).*

If you choose this *Blood Technique*, you have access to all three forms of *Blood Wave.* If you have more than one *Blood Wave* form as your technique, you can replace the remaining forms with other blood techniques.

Whenever you use *blood wave*, you may choose one of the following blood wave master boosts to enhance them:

 **Hemoglobin Boost** | You can choose to concentrate your blood wave onto one creature doubling the damage.
 **Thrombocyte Boost** | You can curve your blood wave path.
 **Leukocyte Boost** | You reach a height of 15 feet with your long jump when using blood wave. You can choose to hit creatures above or beneath you.
 **Erythrocyte Boost** | You forgo jumping and instead create a 20 feet diameter sphere originating from yourself as the area of effect of your blood wave.

## **Bloodpulse**

***Prerequisites:*** *7th level Blood Hunter*

As an action you can start pulsing the blood of all creatures in a radius of 20 feet around you. Every creature in range that isn’t at their Hit points maximum makes a Constitution saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one.

This technique’s damage increases by 1d10 when you reach 11th level (5d10), and 17th level (6d10).

***Exhaustion roll.*** You have a 35 percent chance of getting one level of exhaustion.

## **Bloody Step**

You can cast the *misty step* spell as a bonus action.

***Exhaustion roll.*** You have a 40 percent chance of getting one level of exhaustion.

## **Chimaki (Blood Image)**

***Prerequisites:*** *10th level Blood Hunter*

As a reaction you produce an image of yourself from your blood in an unoccupied space you can see within 60 feet of you. Until the end of your turn, your blood image has all the same abilities as you, while your body becomes a lifeless shell floating in the air. At the end of your turn or if you choose during your turn as a free action, the image returns into your body recovering it with power.

***Exhaustion roll.*** You have a 45 percent chance of getting one level of exhaustion.

## **Hive**

***Prerequisites:*** *7th level Blood Hunter*

When you take slashing, piercing or bludgeoning damage, you can use your reaction to send blood particles to your wounds, mending them immediately. Make a number of rolls with your hemocraft die equal to your proficiency bonus. You regain a number of Hit points equal to the number rolled.

***Exhaustion roll.*** You have a 50 percent chance of getting one level of exhaustion.

## **Hunter's Insight**

***Prerequisites:*** *10th level Blood Hunter*

As an action you can meditate and concentrate on your surroundings, becoming aware of the best approach to the creatures around you. Until the end of your next turn, you add 10 to all of your exhaustion rolls.

***Exhaustion roll.*** No chance of exhaustion.

## **Landing in Blood**

When you fall from a height of 15 feet or higher and land within 5 feet of a creature, you can use your reaction to make an opportunity attack against that creature. On a hit, you add the number of feet you fell from to your damage roll.

***Exhaustion roll.*** You have a 25 percent chance of getting one level of exhaustion.

## **Liquid Feet**

If you start your turn in a puddle of blood of an enemy you killed no more than 1 minute ago, you can use your free action to increase your movement by 20 feet until the end of your turn.

***Exhaustion roll.*** You have a 5 percent chance of getting one level of exhaustion.

## **Midnight of the Mind**

***Prerequisites:*** *activated crimson rite*

As a bonus action you can slow your heartbeat to a point at which it fails to pump blood through your veins and you become catatonic. While in this state and until the end of your turn, every creature you kill grants you one free attack with your crimson rite weapon.

***Exhaustion roll.*** You have a 30 percent chance of getting one level of exhaustion.

## **Predator**

***Prerequisites:*** *20th level Blood Hunter*

You have become the shadow others fear in the night. As an action you can cast *invisibility* and *silence* on yourself.

***Exhaustion roll.*** You have a 60 percent chance of getting one level of exhaustion and a 10 percent chance of getting two levels of exhaustion.

## **Prey**

***Prerequisites:*** *15th level Blood Hunter*

You wait and patiently prey on your enemies. When you ready an action on your turn, you are able to take your action as if it where your turn when the trigger occurs. The exhaustion roll is made after the end of your readied turn.

***Exhaustion roll.*** You have a 40 percent chance of getting one level of exhaustion.

## **Red and White**

***Prerequisites:*** *7th level Blood Hunter*

As a reaction when you kill a large or smaller creature that can bleed within 5 feet of you, you can puncture the creatures aorta, splashing their blood around in a spectacular fashion. Each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened by you until the end of your next turn.

***Exhaustion roll.*** You have a 30 percent chance of getting one level of exhaustion.

## **Scarlet Eyes**

You can use your bonus action to gain *Darkvision*. If you already have *Darkvision*, you gain *Superior Darkvision*.

***Exhaustion roll.*** No chance of exhaustion.

## **The Cut of Afflux (God of Blood)**

***Prerequisites:*** *10th level Blood Hunter*

When you deal damage to an opponent, you can use your bonus action to create an internal wound. The creature doesn't take damage on that turn. At the start of the creatures next turn, however, it takes double the damage you dealt to it. If you kill a creature with this technique, you remember one of the creatures memories as if they were your own.

***Exhaustion roll.*** You have a 35 percent chance of getting one level of exhaustion.

## **Thorns of Agony**

When you take damage, you can use your reaction in order to expel thorns of blood from your body. Any creature within 5 feet of you must make a DC 16 Dexterity saving throw, or take damage equal to one roll of your Hemocraft die.

***Exhaustion roll.*** You have a 10 percent chance of getting one level of exhaustion.