Blood Hunter
Base Class: Blood Hunter

The Order of Boiling Blood are a cult like order of blood hunters. This cult revolves around the Ember Keeper, who is democratically elected as the leader of the cult. The purpose of the Ember Keeper is to be the cult's connection to their deity, Ignea. Who they believe is the avatar of the sun, purging all evil with holy fire.

Order of Boiling Blood blood hunters are very rarely seen in broad daylight, as their religious teachings are frowned upon in most parts of the world. Instead choosing to stick to smaller and close knit circles, practicing their beliefs in solemn silence. Their mistreatment comes from their earlier history of crusading through multiple parts of the world, clad in heavy armor with fire brandished weapons. Burning and maiming any and all in their path as a form of blinded zealous justice.

Boiling Blood blood hunters have an affinity for the use of fire as a weapon, and are extremely efficient in manipulating fire and heat to defeat their enemies.

Rite of the Pyre

When you join this order at 3rd lvl. You learn the Rite of the Pyre as part of your Crimson Rite feature. While active you gain the following benefits:

  • Your weapon sheds bright light out to 15 ft.
  • You gain resistance to fire dmg.
  • Your weapon attacks deals 2 hemocraft die of fire damage.

Scorching Martyrdom

When you join this order at 3rd level, your blood begins to boil, and you gain an extra feature of your Blood Maledict feature. When a creature within 5 feet of you deals damage to you, you can expend a use of your Blood Maledict feature to cover the creature in scorching blood. As a reaction, you deal half of the inflicted damage onto your attacker as they are covered in burning blood.

Amplify. The attacker takes 2/3rds of the damage inflicted.

Tower of Flame

Upon reaching 7th level, you can jab your flame brandished weapon into the ground, calling forth a tower of flame. As an action, you thrust your weapon into the ground and form a ring of blood around you; creating a 20 foot wide and 120 foot tall cylinder of fire. All creatures inside the range of the cylinder must make a Dexterity Saving Throw equal to your Hemocraft DC.

If the creature succeeds on the Saving Throw, they take half dmg. Upon failure, the creature takes 5d10 fire damage,

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

Hemocraft Modifier: Intelligence

Upon reaching 7th level, you can jab your flame brandished weapon into the ground, calling forth a tower of flame. As an action, you thrust your weapon into the ground and form a ring of blood around you; creating a 20 foot wide and 120 foot tall cylinder of fire. All creatures inside the range of the cylinder must make a Dexterity Saving Throw equal to your Hemocraft DC (8+Proficiency Bonus+Intelligence Modifier).

If the creature succeeds on the Saving Throw, they take half dmg. Upon failure, the creature takes 5d10 fire damage,

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

Hemocraft Modifier: Wisdom

Upon reaching 7th level, you can jab your flame brandished weapon into the ground, calling forth a tower of flame. As an action, you thrust your weapon into the ground and form a ring of blood around you; creating a 20 foot wide and 120 foot tall cylinder of fire. All creatures inside the range of the cylinder must make a Dexterity Saving Throw equal to your Hemocraft DC (8+Proficiency Bonus+Wisdom Modifier).

If the creature succeeds on the Saving Throw, they take half dmg. Upon failure, the creature takes 5d10 fire damage,

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

Brand of Chaining

Starting at 11th level, your Brand of Castigation binds a creature in place with fiery chains, creating burn marks over their body. Upon hitting a creature with the Rite of Flame, Crimson Rite active, you brand a sigil onto their chest. Fiery chains erupt from the ground and wrap around the arms and legs of the creature.

The creature must make a Strength Saving Throw against your Hemocraft DC with disadvantage. Any creatures with resistance to fire damage has advantage on the Strength Saving Throw. And any creatures that are immune to fire dmg automatically succeed the Saving Throw.

If the creature fails the Saving Throw, they are restrained and take fire damage equal to 2 rolls of your Hemocraft die. If the creature has resistance to fire damage, they are not restrained and instead have their movement speed halved. The creature can repeat this saving throw at the end of their turn.

Hemocraft Modifier: Intelligence

Starting at 11th level, your Brand of Castigation binds a creature in place with fiery chains, creating burn marks over their body. Upon hitting a creature with the Rite of Flame, Crimson Rite active, you brand a sigil onto their chest. Fiery chains erupt from the ground and wrap around the arms and legs of the creature.

The creature must make a Strength Saving Throw against your Hemocraft DC (8+Proficiency Bonus+Intelligence Modifier) with disadvantage to free themself. A creature with resistance to fire damage has advantage on the Strength Saving Throw. And any creature that is immune to fire dmg automatically succeeds the Saving Throw.

If the creature fails the Saving Throw, they are restrained and take 2 fire damage equal to 2 rolls of your Hemocraft die. If the creature has resistance to fire damage, they are not restrained and instead have their movement speed halved. The creature can repeat this saving throw at the end of their turn.

Hemocraft Modifier: Wisdom

Starting at 11th level, your Brand of Castigation binds a creature in place with fiery chains, creating burn marks over their body. Upon hitting a creature with the Rite of Flame, Crimson Rite active, you brand a sigil onto their chest. Fiery chains erupt from the ground and wrap around the arms and legs of the creature.

The creature must make a Strength Saving Throw against your Hemocraft DC (8+Proficiency Bonus+Wisdom Modifier) with disadvantage to free themself. A creature with resistance to fire damage has advantage on the Strength Saving Throw. And any creature that is immune to fire dmg automatically succeeds the Saving Throw.

If the creature fails the Saving Throw, they are restrained and take 2 fire damage equal to 2 rolls of your Hemocraft die. If the creature has resistance to fire damage, they are not restrained and instead have their movement speed halved. The creature can repeat this saving throw at the end of their turn.

Blood Curse of the Ember Keeper

At 15th level, you hone your hemocraft to embolden your allies with the flame of ambition, spurring them on beyond their limits. This does not count towards your known blood curses.

As a bonus action, you choose one creature you can see within 30 feet that is Restrained, Grappled, Prone, Frightened, Blinded, Deafened or Poisoned. The targeted creature is emboldened by the flame of ambition, gaining an extra 10 feet to their movement speed, resistance to fire damage, advantage on all saving throws to end harmful effects and a +1 bonus to their Armor Class. This feature lasts until the end of your next turn.

Amplify. The effect lasts for 1 minute, and the bonus to their movement speed is increased to 15 feet.

Mantle of Flame

Upon reaching 18th level, you can cover yourself in glowing flames, letting go of any sense of self preservation.

When you use this feature, you burst into flames. A portion of your health equal to 1/3rd of your maximum hit points are immediately absorbed (if you would go to 0 hp when using this feature, you cannot use it). Upon activation you gain the following benefits.

  • All creature within 10 feet of you take fire damage equal to your proficiency bonus when entering this radius or starting their turn in the radius.
  • All weapon attacks made with the Rite of Flame, Crimson Rite active; instead of rolling for the fire damage, take the maximum possible amount of damage and use that instead.
  • You are immune to fire damage
  • You regain all expended uses of your Tower of Flame feature.

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