Blood Hunter
Base Class: Blood Hunter

This order is old as time, hunters spanning back to when the world was naught but shadow. For one to become a hunter they are required to share a bloodline with one of the originals, inheriting their experience and skills upon reaching adulthood. This meaning as time goes on Hunters will only grow stronger to hopefully one day eradicate the vampiric menace that plagues the world.

Holy Oil Coating

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

  • If the target of your attack is vampiric in nature the damage dealt by your Rite is doubled.

Holy Oil Grenades

Starting at 3rd level you are allowed to carry a number of Holy Oil Grenades equivalent to half your proficiency bonus. Grenades can be replenished on a Long Rest

Enhanced Movement

Upon reaching 7th level, at the start of your turn, you can force your legs to move faster than humanly possible as long as you aren’t incapacitated. This ability allows you to become a blur on the battlefield, temporarily outpacing your vampiric foe. This allows you to freely take the disengage action and double your movement speed and jump distance.

This feature lasts for a number of rounds equal to your Dexterity or Strength modifier (minimum of 1 round). Once this effect ends you feel the full weight of pushing of your body past human limits reducing your movement speed to half for an equivalent number of rounds.

Once you use this feature, you must finish a short or long rest before you can use it again.

Binding Oil

Starting at 11th level, your sword coated in Holy Oil deals an additional Hemocraft die in damage. If the creature is a vampire capable of transforming into a swarm of bats it prevents this transformation from happening.

Holy Blood

At 15th level, thanks to an experimental technique developed by Verner Hare a capsule of holy blood is grafted to your body allowing you to resist vampirification and immediately destroy lower level vampires while wounding those of ancient bloodlines.

Charm removal

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or which is under a possession effect. The target creature is no longer charmed or possessed.

Amplify. A creature that charmed, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Holy Blood

As a reaction, while a vampire is feeding on you burst the pod of Holy Oil grafted to your body filling your blood stream with Holy Oil, lesser vampires are immediately destroyed by the sudden influx of toxins into their system. Older more resilient breeds will not be destroyed but heavily damaged for their foolish mistake.

Rite Revival

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.

Previous Versions

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2/28/2023 1:19:00 AM
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