Blood Hunter
Base Class: Blood Hunter

During the war with the liches many people were scrambling for safety and the civilians began to lose faith in the government funded armies. A small group of warriors in the Ghostslayer division were unsatisfied by the actions the order was taking so they split of and in secret developed a new order. One that hunts from the shadows, one that will do what the other orders could not. Thus the order of the midnight hunt was born, recruiting members in secret on battlefields and saving the survivors of smaller towns, adding them to their ranks. It is still a relatively small organisation that isn't very well known. But those who do fear the crest of the moon and prey their not within it's sight.

Hunters prey

Starting at 3rd level when you come across the body of a creature you can spend 1 minute performing a ritual and making that creature your "prey" until you change it to another. When the creature is your prey and abilities that have a "prey" tag will function with that creature type. 

Rite of Midnight

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

  • Darkness clings to your weapon creating a 10ft radius of dim light around your weapon.
  • You gain 15ft of Darkvision and can see through magical darkness.  
  • When you hit your "prey" creature with a weapon for which the Rite of midnight is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Smite of the moon

Starting at 3rd level, you can use the power of the moon to fuel your strikes and attack your foes.

When you hit with an attack with a weapon with an active rite after you've rolled the initial and rite damage you can take damage equal to a roll of your hemocraft dice and deal that amount of radiant damage to the enemy and their next attack or save is reduced by the number on the dice. If the creature is your "prey" they take double damage. 

Fueled by the night

Starting at 3rd level, when a creature is in dim light or darkness your blood curses work on them whether they have blood or not and if a creature dies in dim light or darkness within 60ft of you, you can use your reaction to to gain temporary hitpoints equal to hemocraft die + proficiency bonus, you can do this an amount of times equal to your Proficiency bonus.

Beast of the night

Upon reaching 7th level your mind and body have become used to the moonlight and are fueled by it. You also gain 30ft of darkvision (Your darkvision increases by 30ft if you already have it) and gain 10ft of blindsight. You have advantage on survival, investigation and perception checks made during the night or in darkness.

Brand of the waning crescent

Starting at 11th level, your Brand of Castigation allows you to target their defenses and weaken it, when you hit them with it you can pick a saving throw and give that target disadvantage on them until the brand is removed. They also move and act slower, halving their movement. If the target is your "prey" creature you can pick two saves for them to have disadvantage on.

Blood Curse of the New moon

At 15th level, you hone your hemocraft to force weakness on a creature and buff yourself in the process. You gain the Blood Curse of the New moon for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

You can expend a use of your blood maledict feature to use this blood curse, when you do you can choose a resistance/immunity of that creature and weaken it (resistance becomes neutral (immunity becomes resistance)). When you do you gain resistance to that damage type. This lasts until the end of your next turn

Amplify. Your lower the resistance/immunity of that type by two (resistance becomes a vulnerability (immunity becomes neutral)) and you gain immunity to the damage type.

Entity of the full moon

Upon reaching 18th level, you gain 120ft of darkvision and can see through magical darkness, you also gain resistance to radiant damage and have the ability to overcharge your crimson rites. When you overcharge your rite you gain advantage on the next attack and deal max damage on the rite roll. However when you do so the rite gets expended and you need to re-cast it.

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2022 8:58:24 AM
12
1
--
Coming Soon
2/28/2023 10:04:14 AM
30
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes