Base Class: Blood Hunter
Attempting to create your rite of passage to become a Blood Hunter, your created brew had gone wrong but by your slim chance of death did not grasp you as you clench to life so strongly you refuse death itself, you feel a sense of madness conquer your mind as you feel a strange sense of evil that you are now in a constant battle, this is the Order of Madness the creation that Blood Hunters will try to not become when they create they’re Rite incorrectly causing them to gain unpredictable like powers that will slowly cause the user to loose themselves as this power obtains greater strengths.
Madness Table
You have discovered the powers that you wield from your Order causing you to have positive and negative affects when activated. Each time you use your Crimson Rite, you will roll a d8 for your Madness Table and gain the affect from the table. This can be used again anytime you use your Crimson Rite. You are required to make a Wisdom Saving throw (DC 10 + your proficiency Bonus), if failed you go into a Frenzy for half your bloodhunter level rounded down amount of turns.
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Madness Table Rolls |
Madness Affects |
|
D1 |
You gain a +2 to your AC. |
|
D2 |
When you attack with your Crimson Rite you can a additional Hemocraft die |
|
D3 |
You can Amplify your Blood Curse for free. |
|
D4 |
You can use your bonus action as an attack |
|
D5 |
Your body gets surround by a 10ft storm that is the same element as your Crimson Rite doing the same damage as your Hemocraft die plus half your Bloodhunter level(rounded down) |
| D6 |
You temporarily heal yourself with your Hemocraft die, plus your Proficiency bonus |
|
D7 |
For 1 min whenever you make a saving throw you can add your hemocraft die to the saving throw before knowing if you succeed or failed |
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D8 |
You get advantage for your first strike you make towards an enemy |
These affects will always be active as long as the users Crimson Rite is activated.
Maddening Retribution
You fallen further allowing your madness to spread and release through pure power as it flows through you, at 7th level, when you take damage from any type of attack as long as the target is 30ft from you, you can take a reaction to retaliate by releasing your inner madness as a projectile towards the target doing damage equal to your hemocraft die. The damage can be any that you have from your crimson rite and can be used equal to your Proficiency bonus(minimum 1). To add when you do this you and the target that this affects must both make a Wisdom Saving throw(DC 12 + Wisdom Modifier) if failed you or/and the target will go into a Frenzy equal to half your Blood Hunter level(rounded down)
Inner Madness
You’ve allowed your madness to swell and grow doing so you’ve now mastered your order further gaining greater benefits, when getting to 11th level you can now roll twice for the Madness Table instead of once doing this you gain two options to do.
Option 1: you get to roll twice for the madness table and choose one out of the two abilities available to you gaining its affect and making the normal saving throw.
Option 2: you can choose both abilities that you get on the madness table however you must now make a Wisdom Saving Throw(DC 10 + double your proficiency Bonus) and if failed you go into a Frenzy lasting as many turns as half your blood hunter level(rounded down)
Controlled Insanity
You’ve finally have done it! You have learned to master your frenzy and have allowed yourself to stay in control of who is an ally and enemy, at 15th level when you now enter a Frenzy you can tell the difference between Ally and enemy, furthermore when entering your frenzy you gain resistance with whatever crimson rite element you have activated (if it was caused by magic then you may choose which element it is from your crimson rite), and you will also gain one physical resistance of your choice you can change anytime during a long rest these damage types being slashing, piercing, or Bludgeoning.
You are also permanently immune to being Frightened.
Bludgeoning
You now have resistance to bludgeoning when entering your frenzy.
Piercing
You now have resistance to piercing when entering your frenzy.
Slashing
You now have resistance to slashing when entering your frenzy.
Psychotic Surge
You have truly mastered the ways of madness to the point you can now release it upon others without fear, at 18th level, when you enter a frenzy you may take a reaction to activate your Psychotic Surge affecting as many enemy’s equal to your proficiency bonus that are 30 feet from you, each targeted enemy must make a Wisdom Saving throw (DC 12 + Wisdom Modifier + Proficiency Bonus) or enter a frenzy for 1 min on a failed save, each time this frenzy is in affect they will take damage on each turn, the damage being similar to your crimson rite damage type equal to your hemocraft die until the frenzy ends.
This ability can only be used twice per long rest.
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