Blood Hunter
Base Class: Blood Hunter

The Order of the Horizon Hunter is the newest of the orders, having been discovered due to the rising threat of aberrations and monstrosities. Born from the wisest minds of the Order of the Mutant, the Hunter's Bane was modified for these new hunters such that they are able to defeat these new creatures. It is proof that so long as there exist monsters, a Blood Hunter won't be far behind to destroy it.

Rite of the Horizon

When you join this order at 3rd level, you learn the Rite of the Horizon esoteric rite (detailed below).

Rite of the Horizon. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • You gain blindsight with a range of 10 feet. If you have blindsight from another feature, its range instead increases by 10 feet.
  • You have resistance to force and psychic damage.
  • You can choose to have all weapon damage become force damage instead.

Improved Hunter's Bane

Beginning at 3rd level, you have survived another ritual of the Hunter's Bane, modifying the basic abilities and allowing you to hone into additional threats. You have advantage on Wisdom (Survival) checks to track aberrations and monstrosities, as well as on Intelligence ability checks to recall information about them. Additionally, you get the following benefit to your crimson rite:

  • As a bonus action, you can activate a crimson rite on two weapons, instead of one. You lose hit points equal to two rolls of your hemocraft die. 
  • Your Crimson Rite only ends if you finish a short or long rest, or if you aren't holding or carrying the weapon at the end of your turn.
 

Brand of the Open Soul

Beginning at 7th level, your Brand of Castigation now exposes a foe's soul, making them weak to pure magical damage. A branded creature loses resistance and immunity to force damage. In addition, your brand of castigation is modified such that each time the branded creature deals damage to you or a creature you can see within 10 feet of you, the creature takes force damage equal to your Intelligence modifier (minimum of 1 damage). This range increases to 30 feet at 18th level.

Shared Horizon

Upon reaching 11th level, you have gained the ability to spread your crimson rite, aiding allies and harming enemies. As an action choose any number of creatures within 30 feet of you. Reduce your hit points by a number of rolls of your hemocraft die equal to the number of creatures chosen. Those creatures gain one of the following effects, which you can choose for each creature:

  • The weapons of the creatures you chose are coated in your blood and gain the benefits of your crimson rite. If the rite you choose to give is the Rite of the Horizon, they only gain the extra damage and the ability to turn all weapon damage into force damage. The crimson rite ends for this creature if you fall unconscious.
  • A targeted creature must make a dexterity saving throw or be coated in your blood. On a failed save, they take force damage equal to the amount of hit points you reduced to use this feature.

You can use this feature once. Beginning at 15th level, you can use your Shared Horizon feature twice between rests. You regain all expended uses when you finish a long rest.

Finally, if you were to die due to being ingested by another creature, roll a number of hemocraft die equal to your blood hunter level. The creature that ingested you takes force damage equal to the total rolled.

Blood Curse of the Legend-slayer

At 15th level, your hemocraft is capable of stripping a target of its innate magical resistances and regeneration, legendary or otherwise. You gain the Blood Curse of the Legend-Slayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite Smite

Upon reaching 18th level, you learn to expend your blood rite in order to amplify the damage you deal. When you or another creature successfully hits a creature with a weapon that has your crimson rite applied to it, you can end the crimson rite on that weapon to force the target to make a Constitution saving throw. On a failed save, the creature takes four rolls of your hemocraft die and is stunned until the end of your next turn. On a successful save, the creature takes force damage equal to two rolls of your hemocraft die and is not stunned. 

Comments

Posts Quoted:
Reply
Clear All Quotes