Blood Hunter
Base Class: Blood Hunter

Dwelling in secret the Order of the Soul Forge believe in the old adage of 'knowledge is power' as such they exploit all avenues to further their understanding of the world and their enemies. Sworn to rid the material plane of demonic forces they have learnt to use their hemocraft to summon and enslave lesser demons and devils, this practice is known as the Rite of Harvest. Consuming the essence of once living beings Blood Hunters are able to summon and bind demonic entities, doing so they can exhort their will on to them in order to extort secrets, weakness, and even force alliances in the hope to eradicate demon's and devil's upon the world.

The Order of the Soul Forge allows for summoning fiends. The challenge rating and amount of fiends summoned is based on the Blood Hunter level and is shown on the Summons Table. 

Summons Table

BLOOD HUNTER
LEVEL
SINGLE CREATURE
CHALLENGE RATING 
COMBINED CREATURE
CHALLENGE RATING
TOTAL SUMMONED
CREATURES
3rd 1 1 1
5th 1 2 2
7th 2 3 2
9th 2 4 2
11th 3 4 2
13th 3 5 2
15th 4 5 2
17th 4 6 3
19th 5 7 3

Rite of the Harvest

When you join this order at 3rd level, you learn the Rite of the Harvest as part of your Crimson Rite feature. When you activate the Rite of the Harvest, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have resistance to poison damage.
  • When you kill a creature that is not undead or a construct you may conduct the Bindings of Servitude feature.

Bindings of Servitude

At 3rd level you have learned the ritual of transposing souls into summoning creatures from the lower planes of existence and binding them to your will. Using the soul of a recently deceased creature you may use your reaction to summon a fiend creature with a challenge rating equal to or less than what is noted on your Summons Table. You may use this feature a number of times equal to your Intelligence modifier and resets after a long rest. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The creature is sent back to its original plane of existence when it drops to 0 hit points or you become unconscious.

You know the location of the creature within 1 mile and can communicate telepathically within 100 feet.

As an action the creature can be dismissed, sending it back to its original plane of existence. The creature cannot regain hit points from short and long rests as well as by magical means (spells and potions).  After a long rest you must use an action to use this feature to reinstate control over all summons you have current control over. If you choose not, to all current summons are sent back to their original plane of existence.  

You and any allies equal to your Intelligence modifier (minimum 1) are immune to any passive effects the creature has being within its vicinity. 

Forked Tongue

Upon reaching this order at 3rd level you have learned the native tongue of your summoners. You can speak, read, and write Infernal and Abyssal. 

Infused Dominion

At 7th level you have learnt to instil fragments of your hemocraft into your summons. Summons gain the following benefits:

  • The damage from their weapon attacks is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • You may add your intelligence modifier to their attack roll.
  • If any of your summons kill a creature and you are within 30 feet of the slain creature you may conduct the Bindings of Servitude feature, you must have the Rite of Harvest active.   

Soul Reaping

Furthering your understanding of the Rite of the Harvest at 11th level you have learned how to mend summons by consuming other's souls. When a creature dies that has been affected by your Brand of Castigation, all your summons within 60 feet of you heal for 2 times your blood hunter level. 

Blood Curse of Domination

At 15th level, you can infiltrate into your victims souls, temporarily exerting your will over their bodies. You gain the Blood Curse of Dominion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Dominion

As a bonus action, you choose one creature you can see within 30 feet of you. Until the end of its next turn you control the creatures movement. The creature is immune to this curse if it has immunity to being charmed.

Amplify. The creature cannot take any actions or bonus actions this turn. 

Lingering Presence

At 18th level your bond between summons has strengthened, so much so that they will be willing sacrifice themselves to protect their master. If you fall unconscious, your summons will last for 1 minute and use their movement to get as close as possible to you and their actions to attack any hostile creatures near you. Once you use this feature, you must finish a long rest before you can use it again.

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