Base Class: Blood Hunter (archived)
Only those born of the Nine Hells can obtain this power.
Rite of the Nine
When you join this order at 3rd level, you learn the esoteric rite Rite of the Nine (detailed below).
Rite of the Nine. Your rite damage is Curse type. The damage you suffer from activating this rite is halved.
If you hit a Fiend (Demon) creature with your Rite of the Nine, it suffers additional fire damage equal to your Wisdom modifier.
Upon reaching 11th level, any creature you hit with your Rite of the Nine suffers this additional fire damage.
Devil Glyphs
Upon reaching 3rd level, you’ve learned to channel the energy of the Nine Hells into Glyphs & Wards. You can spend 10 minutes to make a ward on yourself or 20 minutes to bestow the ward to an area or another creature. You can spend 1 minute to use a glyph on yourself or 2 minutes to use a Glyph to an area or another creature. You can know an amount of Glyphs & Wards up to half your Blood Hunter level (rounded down).
At 15th level, you can create any Glyph as an Action.
Glyph of Destruction
When this glyph is applied to an object if the object is medium or smaller it is shattered to pieces, if it is large it is significantly damaged, if it is huge or gargantuan it is unaffected.
When Amplified, this glyph can affect creatures and deals 3d12 force damage.
When Exalted, the affect on creatures changes to 1d12 x your blood hunter level.
Glyph of Healing
When you apply this glyph to a creature, they heal 2d6 + your WIS modifier.
When Amplified, the amount you heal is also removed from there Curse Total.
When Exalted, all Curse is removed.
Glyph of Hendrax
When this glyph is applied to a weapon or body part it lies in wait. This glyph waits till you activate it during an attack action with the applied weapon, when activated the target must make a DC 15 WIS saving throw or become stunned, at the end of the targets turns it can make the save again at disadvantage.
Glyph of Opening
When this glyph is applied to a locking mechanism or arcane lock, the lock is unlocked or broken.
When Exalted, when the glyph is placed in the air a planar portal to the Astral Sea is opened for a period of time.
The Ward of Belial
When this ward is Equipped the Holder is proficient with unarmed strikes. Your Unarmed Strikes deal 1d6 damage + plus your Strength.
When amplified, your damage dice is 1d10 until the next long rest.
The Ward of Or'oth
If the Ward of Or'oth is equipped, you gain proficiency with Stealth & if you already have proficiency it is doubled for the Holder. You can also cast "Past without a Trace" once per long rest.
When Amplified, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can use this ability a number of time equal to your CON modifier + 1, and regain all uses after a long rest.
The Ward of Zor'ath
When this Ward is equipped, any Rite of the Flame damage is doubled.
When Amplified, spreading across the ground centred around the Holder in a 50ft radius the ground sears away as the essence of the Nine Hells seeps into the Material Plane and the area within the radius becomes difficult terrain. On initiative 20 in a combat round the ground bursts as black flame erupts from the ground, everyone in the area must make a DC 16 DEX saving throw or take 7d10 Fire damage & half that on a success. You also take half the damage as curse damage & half that damage on a success.
Double your current curse damage when Amplifying this Ward
The Ward of Zur'kahn
When this Ward is equipped, any Rite of the Frozen damage is doubled.
When Amplified, take twice as much curse damage and any creature inside a 20ft radius centred on you makes a CON saving throw DC (8 + Proficiency + Wisdom modifier), on a save the creature is under the effect of the slow spell, on a failure the creature is considered Petrified and can make a CON save at the end of their turn to break the ice and escape.
Ward of Cursed Flame
When this ward is active, the holder/bearer is immune to non-magical fire & is resistant to magical fire.
When Amplified, if the holder/bearer takes fire damage they are healed twice the damage taken.
Ward of Protection
While this ward is active the Holder gains a benefit to AC equal to the Warder's Constitution Modifier
When Amplified, the Holder also gains temporary hit points equal to the Warder's Blood Hunter Levels x 2
Ward of the Sisters
When this ward is equipped, you gain a benefit to DC equal to 10 + Prof + spellcasting modifier.
When Amplified, the Holder can create a moving anti-magic field 10ft radius around themselves. The holder can select one ally within the field and they are unaffected by the field.
Infernal Sight
Starting at 7th level, your eyes glow with a fiendish flame, illuminating your surroundings and allowing you to sense life around you. As a bonus action, you gain blindsight out to 60 feet. Creatures you detect with this blindsight appear as a fiery glowing silhouette of their physical appearance.
This feature lasts for 1 minute. Once you’ve used this feature, you cannot do so again until you take a short or long rest.
Devil on Call
At 11th level, you have contracted a devil of the Nine Hells as your servant. You can summon this Devil as an action and it will follow your commands until it returns to the Nine Hells after 10 minutes or when dismissed.
You can use this feature once at 11th level, you gain more uses at 17th & 20th level.
Hellish Rift
At 15th level, you can create a Planar Rift to the Nine Hells. When the first creature traverses the Rift they must roll 1d10 and this decides the location of the other side of the Rift.
On a 1-9 the rift opens up in each level of the Nine Hells respectively. On a 10 you roll two more times and the rift opens up at two Levels (if a second 10 is rolled, re-roll it) & anyone else who traverses the Rift must roll 1d20, on a 1-10 the creature ends up at the level that was rolled first, & on a 11-20 they end up at the second location.
Archdevil Form
Upon reaching 18th level, you learn to become one with the essence of an Archdevil. You can take on the form of a single Archdevil as an action, when in this form you gain the following universal benefits as well as specific benefits depending on the chosen Archdevil:
- You gain +5 to all attack and damage rolls stacked with current weapon bonuses
- You also gain a benefit to your AC equal to half your Blood Hunter level
- You can also summon the weapon and Familiars of the Archdevil you become the Eye of
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