Blood Hunter
Base Class: Blood Hunter

Of all the orders, the Order of the Mortal Coil has always seemed the most odd. When individuals go through the Hunter’s Bane, an unexpected change can occur. Whether the initiate was a descendant of a long forgotten race, there was a problem with the ritual itself or something was unlocked during the process, it always left them irrevocably changed. An unhindered control over their bodies and a unique disposition for disruption seemed to be the main correlation. And so, after many persistent changes, this Order came to be, specializing in the unpredictable and erratic.

Rite of the Fall

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

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

  • Your weapon deals an additional 1d4 of your weapons damage type.
  • You have resistance to psychic or necrotic damage (though if activated again, you can't take the other).
  • Your weapon deals one additional hemocraft die of rite damage when you hit an undead.

Enhanced Form

Beginning at 3rd level, your control over your lifeblood and your body furthers. Your gain a bonus to your initiative equal to your Constitution modifier. In addition, your blood curses can target any creature, whether it has blood or not.

Anatomical Distortions

During your journey of control and self discovery, you have found that your flesh and bones are solely at your command, allowing a mastery of control, no matter who tries.

At 7th level, you gain a distortion of your choice, another one at 15th level, and another at 20th level, although you are only allowed one level 20 option at a time (if you so choose). Distortion options are detailed below.

Additionally, when you gain a level in this class, you can choose one of the distortions you have and replace it with another distortion that you have access to.

Armored Visage

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Astral Anatomy

Prerequisite: 20th Level

You gain the following benefits:

  • You are now immune to the effects of Exhaustion, although you still need to meet the prerequisites to benefit from a short or long rest (i.e light activity, such as reading, talking or eating).
  • Your movement speed increases by 10ft.

Balanced Landing

Prerequisite: 15th level

When you fall, you can make an Acrobatics or Athletics check (DC of 8 + 1 for each 10ft fallen) to recover from the fall, halving that damage. If you succeed on that check, you do not fall prone. Additionally, when you are prone, standing up uses only 10 feet of your movement.

Bloodcharger

Prerequisite: 20th level

Once per long rest, as an action, you gain the following benefits for 1 minute: 

  • A bonus to your melee weapon attack and damage rolls equal to your Constitution modifier.
  • When first activated, all spellcasters within 60ft of you that are concentrating on a spell and have line of sight of you must make an immediate concentration check equal to your Hemocraft DC. From there on, within a radius of 30ft from you, all concentration checks have disadvantage.
  • Whenever you are hit by a melee attack, the person attacking must make a Wisdom saving throw equal to your Hemocraft DC or take 2d8 psychic damage.

Deft Grip

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. All creatures that you are grappling, have disadvantage on escaping your grapple.

Depth Diver

You gain a swimming speed equal to your walking speed, and you can breathe underwater. Also, you can cast Water Breathing at 3rd level, once per long rest.

Fractal Figure

Prerequisite: 15th level

You can cast alter self at will.

Furtive Moxie

When you use your action to Dash or Disengage, you may benefit from the effects of both. You also gain proficiency in Acrobatics.

Made Manifest

Prerequisite: 20th Level

Once per long rest, you may choose two tool sets to manifest at any time. You become proficient with the tools whilst manifested, or if you are proficient already, you may gain expertise with them. Additionally, skill checks made with the tools, such as History or Arcana, are made with advantage.

Puppet Master

Prerequisite: 15th level

You gain the ability to throw your voice. When you speak, you can change the location at which your voice originates from, to a space you can see, within a range of 100ft. When you use this feature, you gain advantage on Charisma checks to gain the attention of a creature that can hear the sound.

Vigil Sentry

You increase you passive perception by half you level in this class. Additionally, you have advantage on saving throws against being blinded.

Blood Curse of the Adversary

At 11th level, you’ve honed your hemocraft to disrupt foreign control of your allies, causing backlash to those who would impose their will on others. You gain the Blood Curse of the Adversary for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Brand of Soma

Beginning at 15th level, your Brand of Castigation now forges a connection between you and your foes essence, allowing you to drain their strength. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to half the damage dealt to the branded creature. Additionally, your attacks ignore any of the branded creature's assumed hit points and Hit Dice they may gain from transformations (EG Polymorph), damaging their actual body instead.

Visceral Impulse

At 18th level, you now instinctively use your hemocraft to defend yourself nigh instantly. Whenever you take damage from a creature, you can choose for them to succeed on a Constitution saving throw equal to your Hemocraft DC or suffer one of the following effects (your choice):

  • The target takes two dice worth of rite damage (Rite of the Fall, unless another rite is currently active).
  • The target is restrained until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/1/2021 7:17:15 PM
14
0
--
Coming Soon
11/9/2021 4:10:36 PM
16
0
Final
Coming Soon
11/15/2021 1:04:31 AM
16
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes