Blood Hunter
Base Class: Blood Hunter

The order of purification is tasked with cleansing the world of worthless lives. Your sole purpose is reminding the people of the worth of life and all the chances given. Be a flame that reminds them life is finite; if they don’t see that, extinguish theirs.

Rite of the Truth

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

  • Your weapon sheds bright green light out to a range of 30 feet.
  • You have resistance to psychic damage.
  • When you hit an frightened creature with a weapon for which the Rite of the Truth is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Smothering Flame

Starting at 3rd level, you learn to create a purifying flame in your hand as an action, it's alluring flicker challenging the willpower of its intended target. You reach out to a creature you can see within 60 ft. The target must succeed on a Wisdom saving throw. If the target fails, it is  forced to touch the hand and be purified. If the target values it’s life in the face of death it automatically makes the save and takes no damage. If it doesn't the target must succeed on yet another Wisdom saving throw. On a failed saving throw the target takes 1d4+10 necrotic damage, on a success it takes half damage.

The amount of the extra damage increases by 10 every 3 levels you gain in this class. 

Ring of Fire

Upon reaching 7th level, at the start of your turn, you can target a creature within 25 ft. of you, if you know it’s location. The target must succeed on a wisdom saving throw or get teleported to a demiplane, a circular space (60 ft in diameter) enclosed by a ring of fire, together with you. If teleported the creature is automatically frightened. When both of you get teleported, you get placed 30ft. apart from each other on the diameter of the circle.

This feature lasts for a number of rounds equal to your Blood Hunter level or until you dismiss it as a bonus action. As soon as the demiplane is left both combatants return to the spot they got teleported from or the next unoccupied space.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Ring of Fire twice between rests starting at 15th level.

Ring of Fire

Upon reaching 7th level, at the start of your turn, you can target a creature within 25 ft. if you know it’s location. The target dust succeed a wisdom saving throw or gets teleported into the pocket dimension, Ring of Fire, together with the caster. If teleported the creature is automatically frightened.

This feature lasts for a number of rounds equal to your level or until the caster drops the spell. When the spell ends you’ll return to the spot you got teleported from or the next unoccupied space

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Ring of Fire twice between rests starting at 15th level.

Whistling Brand

Starting at 11th level, your Whistling Brand exposes a fragment of your foes fears, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.  Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of Fear Paralysis

At 15th level, you hone your hemocraft to paralyze those in fear. You gain the Blood Curse of Fear Paralysis for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

As a bonus action, you choose one creature you can see within 30 feet of you. It has to succeed on a Wisdom saving throw (DC 19). On a failed saving throw it becomes frightened for 1 minute.

Amplify. All hostile frightened creatures in a 50 ft. radius become paralyzed until the end of your next turn. Any creature trying to lift that paralyzed condition gets 2d6 psychic dam

Will to Live

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead. If you would die outright you can drop to 0 HP and survive, for now.

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