Blood Hunter
Base Class: Blood Hunter

In life you may have been a great hero, a terrible tyrant, or maybe a farmer who committed a true act of bravery. Whatever the case, you have been found and chosen by the Onyx Charge, an order of undead warriors who have broken free of the grasps of those that brought them back to life and are now creating their own path in the world. You have been resurrected and infused by unholy magics, granting a powerful ghoul at your command. Together you defend the lives of those on the material plane. Your immortal duty.

Grim Knight

3rd-Level Order of the Onyx Charge Feature

You've been resurrected with dark magics to protect the Material Plane. You gain the following benefits:

Ageless. You don’t age, and effects that would cause you to age don’t work on you.

Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

In addition you also learn the chill touch Cantrip, which is a blood hunter spell for you, as well as proficiency in heavy armor.

Bound Ghoul

3rd-Level Order of the Onyx Charge Feature

As an action, You can magically raise the ghoul that is bound to you in an unoccupied space of your choice within 30 ft.

The ghoul is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Bound Ghoul stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the ghoul, You can determine the cosmetic characteristics of it, such as if its humanoid or beastial, and the amount of decay present. Your choice has no effect on its game statistics.

In combat, the ghoul shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. That action can be one in its stat block or some other action. If you are incapacitated, the ghoul can take any action of its choice, not just Dodge.

The ghoul remains until it is reduced to 0 hit points, until you use this feature to summon the ghoul again, or until you die. Anything the ghoul was wearing or carrying is left behind when it vanishes.

Once you summon the ghoul, you can't do so again until you finish a long rest or use one of your blood maledict.

Bound Ghoul

Armor Class 12 + PB (natural armor)

Hit Points 5 + five times your blood hunter level (the Ghoul has a number of Hit Dice [d10s] equal to your Blood Hunter level)

Speed 30 ft.

STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
8 (−1)
WIS
10 (+0)
CHA
6 (−2)

Damage Immunities Poison

Damage Resistance Necrotic

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Corrupting Claws. When your ghoul hits with it's claw attack the target must succeed on a Constitution saving throw against your Hemocraft save DC or lose half it's movement until the end of their next turn.

Unholy Agility. Your Ghoul make take the disengage action as a bonus action.

Bound Resilience. You can add your proficiency bonus to any ability check or saving throw that the ghoul makes.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing damage.

Claw. Melee Weapon Attack +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 + 3 +  PB slashing damage.

 

 

Bound by Blood

Beginning at 7th level your control over your ghoul becomes even stronger.

  • Whenever you activate your crimson rite it makes your ghoul's attacks magical and deal the damage of your chosen rite.
  • You may apply a blood curse as if it were coming from your ghoul.
  • Whenever your ghouls hits with an attack you may apply your brand of castigation through it. The brand will now also deal damage if the branded creature attacks your ghoul or any ally within 5 feet of it.

Grim Assault

Starting at 11th level, your ghoul moves with an unnatural swiftness, when you command it to take the Attack action, the ghoul can now make two attacks.

Brand of the Necro Lord

At 15th level, You infuse your ghoul with unimaginable power.You gain resistance to necrotic damage. Additionally, whenever your ghoul hits a branded creature with it's claw attack and that creature fails their save. They are stunned until the end of your next turn.

Undending Fury

Upon reaching 18th level, Nothing can stop you from crushing the accursed of this land.

  • You become immune to necrotic damage
  • If your ghoul drops to zero hit points you may as a reaction roll your hemocraft die and take damage equal to the roll, then apply the roll + your PB to their health. This damage cannot be reduced in any way
  • If you drop to zero hits points you may instead sacrifice your ghoul and regain however many hitpoints they had.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2023 11:30:00 AM
4
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes