Base Class: Blood Hunter
Back when the world was young and the outer planes were less controlled, various experiments of blood were conducted on the humanoid inhabitants of the material plane. Those who survived the cocktails of blood fought in the front lines against encroaching Demonic forces. Though the initial experiments were lost to time, the original idea had been a centre piece to those who have survived the Hunter's Bane ritual. The modern rendition of these experiments had created those called "Nephilim", a hunter who transfused Celestial, Fey, or Fiend blood.
Runic Stylus
When you choose this archetype at 3rd level, you learn the intricacies of runic magics. The process of learning the runes includes using ones own blood to craft a stylus, this is the only way for a Hunter to craft their runes. A rune takes one minute to create and remains until activated, until the end of a long rest, or you die. The number of runes on your person cannot exceed your proficiency bonus and you can't have the same rune on your person more than once at a time. You take necrotic damage equal to your proficiency bonus at the end of the creation process. This damage can't be reduced or prevented in any way.
The number of Runes you know is equal to your proficiency modifier. Additionally, whenever you gain a new level in the Blood Hunter class you can replace one rune you already know with a new rune. You choose two runes to learn from the options detailed at the end of this subclass' description.
Runic Save DC. 8 + hemocraft modifier + proficiency bonus
Blood Transfusion
When you choose this archetype at 3rd level, pick between Celestial, Fey, and Fiend as the blood you transfused with. You gain an additional rune that doesn't count against the number of runes you know. You can only have runes that are contiguous with your transfused blood.
Celestial: Rune of Blessed Healing
Fey: Rune of Beguilement
Fiend: Rune of Retaliation
You gain additional runes at 7th and 11th level.
7th Level
Celestial: Rune of Brilliance
Fey: Rune of Displacement
Fiend: Rune of Nightmares
11th Level
Celestial: Rune of Wrathful Judgement
Fey: Rune of the Trickster
Fiend: Rune of Vengeance
Additionally, you gain minor physical resemblance to the creature you chose. (For example, if you chose Celestial, you might have golden rings around your eyes. If you chose Fey, you might smell faintly of cinnamon, lavender, nutmeg, or another comforting herb or spice. If you chose Fiend, you might have small ram-like horns sprouting out of your head.)
Celestial
Rune of the Blessed Healer: Whenever an ally takes damage within 30 feet of you, you can use your reaction to expend the rune, heal them. The healing is equal to your hemocraft die + your proficiency bonus.
Amplify: The healed ally gains temporary hit points equal to your Blood Hunter level.
Fey
Rune of Beguilement: If an enemy within 15 feet misses you with a weapon or spell attack, you can use your reaction to expend the rune, targeting the attacker. The target must succeed on a Wisdom saving throw or be charmed by you until the start of their next turn. While charmed this way, the creature is incapacitated and has a speed of 0. This effect can end early if the target takes any damage or if someone else uses an action to shake the creature out of its stupor.
Amplify: The creature is charmed until the end of its next turn.
Fiend
Rune of Retaliation: If an enemy hits you with a weapon or spell attack within 60 feet, you can use your reaction to force that enemy to make a Dexterity save. It takes a number of your hemocraft die equal to your proficiency bonus of your crimson rite in damage on a failed save, or half as much damage on a successful one.
Amplify: If the creature fails the save, they are pushed back 15 feet.
Runes
The number of Runes you know is equal to your proficiency modifier. Additionally, whenever you gain a new level in the Blood Hunter class you can replace one rune you already know with a new rune. You choose two runes to learn from the options detailed at the end of this subclass' description.
Rune of Grace
As an action, for the next 10 minutes, you can add your hemocraft modifier to all Charisma checks.
Amplify: For the next 10 minutes, you also make all Charisma checks at advantage.
Rune of Hasty Retreat
If another creature misses you with a melee attack, you can use your reaction to move half of your movement without provoking attacks of opportunity.
Amplify: You can make an attack as part of this reaction.
Rune of Iron
As a bonus action, you can activate the rune, gaining advantage on all Strength skill checks and saving throws for 1 minute.
Amplify: Add your hemocraft modifier to any grapple check.
Rune of Quickened Healing
As a bonus action, you can expend a hit die and regain that many hit points plus your Constitution modifier. At 11th level, you roll an additional hit die plus your Constitution modifier.
Amplify: You gain temporary hit points equal to the total.
Rune of the Acrobat
As a bonus action, you can dash or disengage as a bonus action including the turn in which you activate the rune. This effect lasts for 1 minute.
Amplify: Your movement speed is increased by 10 feet.
Rune of the Barricade
If another creature deals damage to you, you can use your reaction to reduce the damage taken equal to your hemocraft die plus your Constitution modifier.
Amplify: You can evoke this rune a number of times equal to your proficiency bonus.
Rune of the Feather
If you fall a distance greater than 10 feet, you can use your reaction to reduce the total distance you fell by. The reduction is equal to ten times a roll of your hemocraft die.
Amplify: Take the max roll on your hemocraft die instead.
Rune of the Light Footed
Whenever you make a Dexterity (Stealth) check, you can activate the rune to gain advantage for that roll.
Amplify: This effect lasts for 1 hour.
Rune of the Night Eye
When you activate this rune as an action, you gain darkvision out to a range of 60 feet for 1 hour. At 11th level, the range of the darkvision increases by an additional 60 feet. If you already have darkvision from your race, its range increases by half of the runes effect.
Amplify: The darkvision lasts for 8 hours.
Rune of the Shield
If another creature hits you with a melee attack, you can use your reaction to add your hemocraft modifier to your AC for that attack.
Amplify: The bonus to AC lasts until the start of your next turn.
Rune of Thunder
When you hit a creature with an attack, you can expend the rune to deal additional thunder damage equal to two rolls of your hemocraft die. The affected creature must make a Strength saving throw or be pushed 10 feet away from you.
Amplify: The rune can be evoked three times. It disappears when you finish a long rest.
Branded Soul
When you reach 7th level, your body has begun to physically change by the transfused blood. You gain resistance to a damage type determined by the Blood Transfusion subclass feature.
Celestial: Radiant
Fey: Psychic
Fiend: Necrotic
Additionally, you gain the ability to amplify runes you've created through constant study of ancient magics. During the rune creation process you can choose to amplify the rune by reducing your maximum hit points equal to your proficiency bonus instead of taking damage. No spells or abilities can prevent or restore hit point reduction done this way. Your hit points get reset at a long rest.
Celestial
You gain resistance to Radiant damage.
Fey
You gain resistance to Psychic damage.
Fiend
You gain resistance to Necrotic damage.
Blood Transfusion
When you choose this archetype at 3rd level, pick between Celestial, Fey, and Fiend as the blood you transfused with. You gain an additional rune that doesn't count against the number of runes you know. Your runes must be contiguous with the blood you transfused.
Celestial: Rune of Blessed Healing
Fey: Rune of Beguilement
Fiend: Rune of Retaliation
You gain additional runes at 7th and 11th level.
7th Level
Celestial: Rune of Brilliance
Fey: Rune of Displacement
Fiend: Rune of Nightmares
11th Level
Celestial: Rune of Wrathful Judgement
Fey: Rune of the Trickster
Fiend: Rune of Vengeance
Additionally, you gain minor physical resemblance to the creature you chose. (For example, if you chose Celestial, you might have golden rings around your eyes. If you chose Fey, you might smell faintly of cinnamon, lavender, nutmeg, or another comforting herb or spice. If you chose Fiend, you might have small ram-like horns sprouting out of your head.)
Celestial
Rune of Brilliance: As an action, you can expend the rune to create a flash of blinding light. Creatures of your choice within 30 feet from you equal to your proficiency bonus must make a Constitution saving throw or be blinded until the end of your next turn.
Amplify: The targets take 9 (2d8) Radiant damage on a failed save, or half as much on a successful save.
Fey
Rune of Displacement: As an action, you can expend the rune, creating a projected magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you are incapacitated, have your speed reduced to 0, or hit by an attack, the illusion temporarily disappears until the end of your next turn. The illusion lasts for 1 minute.
Amplify: The illusion cannot be disrupted.
Fiend
Rune of Nightmares: As an action, you can expend the rune, crafting nightmares from the shadows. A number of creatures that you choose equal to your proficiency modifier must make a Wisdom saving throw or become frightened of you for 1 minute. The affected creatures can repeat this save at the end of each of their turns.
Amplify: While frightened this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw.
Brand of Runic Scars
Starting at 11th level, your Brand of Castigation weakens your foe against your runic assaults. A creature branded by you has disadvantage on saving throws against your runic abilities. If the creature branded by you dies, you can use your reaction to mark yourself with another rune. You must be within 30ft of the dying creature and have an additional runic slot to gain the benefit. You ignore the damage of the rune and it cannot be amplified.
Blood Transfusion
When you choose this archetype at 3rd level, pick between Celestial, Fey, and Fiend as the blood you transfused with. You gain an additional rune that doesn't count against the number of runes you know. Your runes must be contiguous with the blood you transfused.
Celestial: Rune of Blessed Healing
Fey: Rune of Beguilement
Fiend: Rune of Retaliation
You gain additional runes at 7th and 11th level.
7th Level
Celestial: Rune of Brilliance
Fey: Rune of Displacement
Fiend: Rune of Nightmares
11th Level
Celestial: Rune of Wrathful Judgement
Fey: Rune of the Trickster
Fiend: Rune of Vengeance
Additionally, you gain minor physical resemblance to the creature you chose. (For example, if you chose Celestial, you might have golden rings around your eyes. If you chose Fey, you might smell faintly of cinnamon, lavender, nutmeg, or another comforting herb or spice. If you chose Fiend, you might have small ram-like horns sprouting out of your head.)
Celestial
Rune of Wrathful Judgement: As a bonus action, your celestial blood awakens as spectral wings appear on your back, granting you flying speed equal to twice your walking speed and you can hover. You can use the flight as part of the rune activation. Additionally, you gain bonus radiant damage per successful weapon attack equal to your hemocraft die. This effect lasts until the end of your turn. The rune is then expended.
Amplify: This effect lasts for 1 minute.
Fey
Rune of the Trickster: As a bonus action, your fey blood awakens as you start to flicker. During your bonus action, you can choose to teleport 30 feet to an unoccupied space that you can see. You can use the teleport as part of the rune activation. Additionally, you gain bonus psychic damage per successful weapon attack equal to your hemocraft die. This effect lasts until the end of your turn. The rune is then expended.
Amplify: This effect lasts for 1 minute.
Fiend
Rune of Vengeance: As a bonus action, your fiendish blood awakens as necrotic flames start to wreath your body. These flames are harmless to you. During your bonus action, you can breathe out blackened flames in a 15 foot cone that deal twice your hemocraft die in fire or necrotic damage, your choice, on a failed Dexterity save, or half as much damage on a successful one. You can use the breath weapon as part of the rune activation. Additionally, you gain bonus necrotic damage per successful weapon attack equal to your hemocraft die. This effect lasts until the end of your turn. The rune is then expended.
Amplify: This effect lasts for 1 minute.
Completed Nephilim
At 15th level, you've mastered the intricacies of the rune crafting arts. After you finish a long rest, runes can appear on your person without taking damage. The number of runes you can craft this way is equal to half of your proficiency modifier, rounded down. These runes can't be amplified.
Blood Curse of the Nephilim
As a bonus action, you release all runes on your body in a ruinous burst. Creatures of your choice that you can see within 30 feet of you must must make a Wisdom saving throw. A creature takes 1d10 per rune burned on a failed save, or half as much damage on a successful one.
Amplify. All creatures who take damage from the curse have their speed reduced by half. Any creature that failed the saving throw also has disadvantage on all attack rolls until the end of your next turn.
Comments