Base Class: Blood Hunter (archived)
There are many type of bloodhunters who all use different methodes to become stronger.
Some use lycantropy to enhance their powers, while others make deals with lesser evils to combat greater evils.
The Order of the Dark Gods are bloodhunters who woreship gods who are not woreshipped by the common folk. Many of these gods and their domains are considered dark or taboo by the common people and therefore their practise very limited if not outlawed. Examples include the Raven Queen, the goddess of death, Hoar the god of vengance or lesser deities who's practise isn't particularly well known. This doesn't necessarily mean that these gods are evil, but their methodes and teachings can be considered questionable or unordinary.
The Order of the Dark Gods woreship these deities in order to gain the power to achieve their goals and fully embrace the ideals of their gods. They see these gods as partners in achieving their goals, not as tools.
Spellcasting
you have showed a deep enough devotion to cast spells.
When you reach 3rd level you can cast spells. You can use any Devine focus in order to cast spells.
Cantrips. You learn two cantrips of your choice from the Clerics spell list. You learn an additional Cleric cantrip of your choice at 10th level.
Spell Slots. The Dark Gods Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots are
To cast one of your Cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest
Spells learn of 1st Level and Higher. At 3rd level, you learn two 1st-level spells of your choice from the clerics spell list.
The Spells Known column of the Dark gods table shows when you learn more clerics spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new cleric spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the clerics spells you know and replace is with another spell from the clerics spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
|
Bloodhunter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Divine Bloodcurses
At 3rd level, your devotion to your god combined with you knowledge of bloodcurses allows you access to one of the following bloodcurses.
Bloodcurse of Divine Protection
If you see an enemy make an attack, as an reaction you can increase your AC the equal of the amount of your Wisdom modifier after you know what they rolled. this effect lasts until the start of your next turn.
Amplify: the effect applies to allies within 30 feet.
Bloodcurse of Guidance
As an bonusaction you can make all your attackrolls that turn make with advantage
Amplify: Instead of you, the effect applies to an ally you can see.
Bloodcurse of the Destruction of the Unholly
as an Bonus action, you can target any fiend or undead that you can see and you can make it vunerable to an type of damage you have as a Crimson rite damage type until the start of your next turn. *note you don't have to have the damage type active to cast this curse, you only need it available as an option.
this only happens if the target doesn't have resistance or is immune to the damage type.
Amplify: The effect Lasts one more round.
Life Transfer
At 7th level, you can give an ally your own vitality to them.
toch a willing creature an transfer your own hitpoints to heal them.
every hitpoint you transfer will heal them half the amount (rounding down). If you go over the hitpoint limit of that creature the remaining health wil transfer in the form of temporary hitpoints.
You can continue tranfering hitpoints until you reach 1 hitpoint.
Gods Wrath
At 11th level, If you go unconsious in combat, you can make the creature that attacked you make an wisdom saving throw.
If they fail the creature will take 6d6 radiant damage and is blinded,
If they succeed they take half that damage and aren't blinded
This feature is regained after a long rest
Dark Protection
At 11th level, your god watches over you and protects you when you rest.
When you take a long or short rest you create a circle with a radius of 60 feet. You can choose up to 10 creatures in this circle.
every creature that you choose in this circle is invisible to any creature that isn't chosen by the user.
In addition if a creature enters the circle that has an evil alignment you are telepathically informed of that, unless the creature has any form of magic that prevents the detection of their true alingment.
All seeing eyes of the gods
At 15th level, you can see the world clearly through your gods eyes
As a bonus action you gain truesight for 1 hour.
In addition you gain the ability to see through any solid object up to 10 feet thick and can see any creatures alingment.
you gain this ability back on on long rest
Guardian angel
At 18th level, your devotion allows you to support your allies.
as a bonus action you can create a pair of wings from your back that last for one hour that give you a flight speed of 60 feet and emits an aura with a 10 feet radius.
any aly in the aura heals for 5 hitpoints every time they end their turn in the aura, enemies take 5 radiant damage if they willingly enter the aura or start their turn in the aura.
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