Blood archers are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of archery, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species’ blood that was forcefully injected in the veins of hunters. Those who didn’t die or go insane during the procedure became the first blood archers; only they and their descendants can wield this vicious power.
Blood Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot options of your choice (see Blood Shot Options below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Blood Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
You gain an additional Blood Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Blood Shot Options
The Blood Shot feature lets you choose options at certain levels, which are presented here in alphabetical
order. They are all magical effects. Some of the Blood Shot options require your target to make a saving throw; the DC is calculated as follows:
Blood Shot save DC = 8 + your proficiency bonus + your Constitution modifier
Blood Archer Anatomy
At 3rd level, your body adapts to the tarblood within. You are immune to disease, have resistance to poison damage, and have advantage on saving throws against poison.
In addition, once you've fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Perception or Survival check you make to find a creature you've dealt damage to and has blood.
Blood Arrows
At 7th level, you gain the ability to create arrows with your blood. When you make a ranged attack using a shortbow or longbow, you can create a blood arrow in place of standard ammunition. Blood arrows are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when you use your Blood Shot feature, you can add your Constitution modifier to the damage roll of the effect.
Blood Recall
At 10th level, you learn how to recall your arrows. When you make an attack roll with a blood arrow and miss, you can use a bonus action to reroll the attack roll against the original target, as the arrow flies back towards you.
Blood of Creation
Starting at 15th level, as an action, you can choose to sacrifice your lifeforce to reinvigorate control over your blood magic. You take necrotic damage equal to 1d10 + your Constitution modifier, which you cannot reduce in any way, and regain 1d4 uses of your Blood Shot.