Base Class: Blood Hunter
A Rakshasa; Demon Walkers, treading the path between light and dark. Blood Hunters that find themselves drawn to this power are often tempted by the power a demon can possess, and seek it for themselves; alternatively, there are a few Rakshasa's who are cursed, forced into this life through painful experimentation, and as such are forced to do battle with the power that threatens to consume them.
These Blood Hunters are ruthless, designed only to track down prey and kill. Unlike the Ghostslayers, they do not care if their target is living or dead. Unlike the Mutants, they do not need to inject themselves with Enhancements, as it already runs through their core. Unlike the Lycan, they do not wage battle with the beast within; for they know they are the beast, and that the only battle they face is the slaughter before them.
Rakshasa Hunters are often hybrid creatures; Not just in Blood, but in the Physical form too. Rakshasa Hunters can often be seen sporting demonic Horns, clawed twisted hands, and other physical attributes associated with Demons.
Rite of Rending
When you join this order at 3rd level, you learn the Rite of the Rending as part of your Crimson Rite feature; A more powerful rite, but one with a greater cost.
When you activate the Rite of the Rending, you take necrotic damage equal to two rolls of your hemocraft die, instead of one. This damage can’t be reduced in any way. The damage dealt by Rite of the Rending is Necrotic. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your Weapons uses your Chosen Hemocraft Stat for its attack and damage rolls.
- You gain resistance to Necrotic Damage.
- When you reduce a creature to 0 hit points, You regain hit points equal to one roll of your Hemocraft dice.
Malleable Form
Beginning at 7th level, your Blood Potency increases, giving you access to temporary, interchangable forms. As a Bonus action, you can roll one of your Hemocraft die, taking Necrotic damage equal to the number dealt to gain one of the following abilities below for 10 Minutes. This Damage cannot be reduced in any way.
- Demonic Scaled Wings tear from your back, granting you a flight speed equal to your walking speed.
- Scales break through the surface of your skin, granting you resistance to non-magical Bludgeoning, Piercing and Slashing Damage.
- A Thorned Tail protrudes from your body, granting you a Natural Weapon attack as a bonus action, with a reach of 10ft and dealing 1d8 Piercing damage on a hit.
- Your eyes turn into yellow slits, granting you superior vision; You gain darkvision out to 60ft, and can see invisible creatures up to 30ft away. If you already have darkvision, its range increases by 60ft.
- Your Nails lengthen and grow, granting you a climbing speed equal to your walking speed and increasing your Movement Speed by 10ft. Whilst in this form, climbing up difficult surfaces or upside down does not require a climbing check.
- Spikes grow from your back, granting you superior defences. You gain a +1 Bonus to your AC for one minute. In Addition, if you are grappling or being grappled by a creature, At the start of each of your turns, that creature takes 1d6 Piercing Damage.
At certain levels, You can roll additional Hemocraft dice to activate more than one form. At 10th level in this class, you can have two forms active at one time; At 13th level you can have three forms active, and at 17th level in this class you can have four forms active.
Rite Coagulation
The Rakshasa within speaks to you, tempting you with powerful features. It only wants a few souls in return...
Beginning at 11th level, your blood potency grants you access to more powerful features. Whilst you have your Rite of The Rending active, you gain the following features:
- Once per turn when you make a weapon attack, you can roll an additional Hemocraft die when determining the Crimson Rite damage.
- Your Crimson Rite damage bypasses Necrotic resistance for the purposes of resistance and immunity.
- You gain an additional 10ft Movement Speed, but only when Moving towards enemies.
As a Bonus action, you can switch one of your Malleable Forms for a different Form on the list provided. You can use this feature a number of times equal to your proficiency Bonus, and regain all expended uses on a long rest.
Brand of Rakshasa
Beginning at 15th level, your Brand burns into the enemies soul, siphoning their life essence to sustain your own.
When you deal damage to your branded target with an active Crimson Rite, you regain hit points equal to your Hemocraft Modifier.
Rakshasa's Embrace
Beginning at 18th Level, The Rakshasa within offers you allegiance; or so it would seem.
As an action, you can embrace the Rakshasa within, drastically altering your form. By spending one use of your Blood Maledict, you gain the following features:
- When you transform, you choose whether your equipment falls to the ground or merges into your new form. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available.
- When you transform, you gain two features from your Malleable Form Feature without having to roll Hemocraft Dice.
- You gain a number of temporary hit points equal to five times your Blood hunter level.
- Your hands grow into large demonic claws, able to tear through your foes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon and deal 1d10 Slashing Damage on a hit.
These features last for 10 minutes, until you are reduced to 0 hit points or until you attempt to end it early as a Bonus Action. When you attempt to revert to normal, either through ending it early or the 10 minutes is up, The Rakshasa will fight you for control. Make a DC16 <Hemocraft> Saving throw. On a success, you wrestle control and can revert back to your normal form. On a fail, You are unable to bury the Rakshasa and must remain in this form for one hour, after which you can attempt the Saving Throw again.
Whilst in the form of the Rakshasa, you are still yourself, but you may find yourself more brutal and animalistic; You may react more violently, perhaps finding enjoyment in the suffering of others. This is purely Roleplay however, and is up to you if you wish to go down this road.
Previous Versions
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