You weave cursed undead blood into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class
You imbue your arrow with thunderous energy drawn from the blood of giants. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target takes 2d6 thunder damage and is pushed back 15 feet, in addition it must succeed a Strength saving throw or be knocked prone.
The thunder damage increases to 4d6 when you reach 18th level in this class
You weave treads of shadows from the blood of your foe, causing it to obscure the battlefield. The target takes an additional 2d6 necrotic damage and its blood forms a dark red mist that rises in a 10 feet radius around the target, this magical darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. It lasts until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Using ancient bestial blood, you grant your arrow the ability to seek and hunt any foe, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The piercing damage increases to 2d6 when you reach 18th level in this class.
You use celestial blood to try to temporarily banish your target to a harmless location in the Celestial Plane. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 radiant damage when the arrow hits it
when this arrow strikes Is target, blood tainted by Oozes creates grasping and sharp tendrils of blood, which wrap around the target. The creature hit by the arrow takes an extra 2d6 acid damage, its speed is reduced by 10 feet, and it takes 2d6 acid damage the first time on each turn it moves 5 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the tendrils with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the tendrils last for 1 minute or until you use this option again.
Both acid damages increase to 4d6 when you reach 18th level in this class.
You transform your arrow into a thread of sharp blood. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Fiendish blood is infused in this devilish arrow that you fire. The arrow detonates in a cloud of ignited blood after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage as their body start burning. This fire damage ignores resistances.
The fire damage increases to 4d6 when you reach 18th level in this class
You infuse fey blood which causes this arrow to temporarily charm its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of its allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it considers this ally as an enemy until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class