Blood Hunter
Base Class: Blood Hunter

In this subclass the Blood Hunter will gains new powers and strengthen their already existing once to eliminate creatures which does not belong on the Material Plane, these aberrations, celestials and elementals foes will bend the knee and face the grim fate which awaits them when they realize their exploitation and undermining of the humanoid life will not go unpunished. 
The Planer Exorcist will gain insight upon their enemies and know how to eliminate them, targeting their weaknesses and exploiting them for the Planer Exorcists benefits. 

Dimensional Insight

When you join this order at 3rd level, when you hit a creature with a weapon infused with your Crimson Rite, the following things will occur.

  • You learn the creature's Monster Type.
  • You learn the creature's lowest ability score. 
  • If the creature has resistance to your Crimson Rite damage, it loses it resistance to it, and if it is immune to the damage, it becomes resistant instead.

Upon reaching level 7, you know instead a creature's two lowest Ability Scores.

Expanded Hunter's Bane

Beginning at 3rd level, your teaching and determination to hunt extra planer foes have granted you more insight upon how to track them and knowledge about them.

You gain proficiency in one of the following skills of your choice: Arcana, Religion or Nature.
Addinonally, aberrations, celestials and elementals is added to the Hunter's Bane list of creatures.

Exploit Weakness

Upon reaching 7th level, your training has gained you the ability to strike at your foes weakness via the power of Realm Strike.
You gain a number of Realm Strikes equal to your Proficiency Modifier, and gain all expended Realm Strikes back on a long rest.

After hitting an attack, you can expend one use of your Realm Strikes to force the creature to make a saving throw, you pick one of the two lowest ability scores you know it has and force it to make that save against your Hemocraft Saving Throw DC, on a success nothing happens, on a failure the associated effects occur upon the creature. You can only expend one Realm Strike per turn.

  • Strength Saving Throw: The target has disadvantage on all attack rolls until the start of your next turn.
  • Dexterity Saving Throw: The targets speed becomes 0, and on its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. This effect lasts until the start of your next turn.
  • Constitution Saving Throw: The target takes extra necrotic damage equal to a number of your hemocraft die multiplied by your proficiency bonus. You regain health equal to the necrotic damage dealt.
  • Intelligence Saving Throw: The target becomes incapacitated until the start of your next turn. 
  • Wisdom Saving Throw: The target loses all its senses until the start of its next turn.
  • Charisma Saving Throw: The target is banished to a harmless demiplane. While there, the target is incapacitated. At he start of your next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Brand of the Material Banisher

Beginning at 11th level, your Brand of Castigation now banishes extra planer entities when their are vanquished. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. As well if the creature is reduced to 0 Hit Points while the brand is on them, the creature is banished to their native plane of existence if it is not the Material Plane. The Brand of Castigation automatically ends if the creature is banished, but the creature can not willingly travel to the Material Plane within a amount of days equal to your Blood Hunter level because of the Brand of Castigations magical effects prevents them too.

Blood Curse of Otherworldly Exposure

At 15th level, you’ve honed your hemocraft to be able to bring those who wish to invade and destroy your world to their knees . You gain the Blood Curse of Otherworldly Exposure for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Otherworldly Exposure

As a bonus action, you can choose one creature you can see within 30 feet of you. The creature must make a Charisma saving throw, on a failure the creature's two lowest ability score saving throws have disadvantage, after the first time they must make one of these saving throws, the curse ends. On a success, the curse fails.

Amplify. The creature has disadvantage on all saving throws, after the first time they must make a saving throw, the curse ends. On a success, the curse fails.

Planar Expulsion

Upon reaching 18th level, you learn how to effectively slay your enemies with your tactical hits. When you force a creature to make a saving throw, you strike at the creatures tether to the material plane. If the creature is forced by you to make a saving throw and fails the saving throw, they take 4d8 force damage. On a success, the creature takes half damage. 

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