Blood Hunter
Base Class: Blood Hunter

The Order of the Gift comprises a distinctive fellowship of blood hunters who have been endowed with 'the Gift'—whether by choice or by fate. In the realm of Axis, vampirism no longer consigns one to eternal damnation, yet it remains a path beset with perilous temptation and insidious cravings. Faced with a journey that stretches into the unknown without end, some individuals endeavor to redirect their sanguine appetites towards a noble cause. This Order seeks to harness their inherent vampiric affinity for blood to augment their Sangromancy capabilities and to pursue those who would indulge their voracious hunger for blood to nefarious ends.

Rite of the Gift

You learn the Rite of the Dead esoteric rite as a part of your Crimson Rite feature; however, it is now known as the Rite of the Gift, circumventing the usual level restrictions due to your affinity with undeath. Upon activating the Rite of the Gift, the additional damage dealt by your rite is of the necrotic type. Moreover, while the rite is active on your weapon, you gain the following benefits:

  • The extra necrotic damage from your Rite of the Gift bypasses necrotic damage resistance.
  • On scoring a Critical Hit with a weapon bearing your Rite of the Gift, you regain hit points equal to the additional necrotic damage dealt by the rite.
  • When you strike an undead creature with a weapon enhanced by your Rite of the Gift, that creature suffers disadvantage on attack rolls against you until the start of your next turn.


Blood Sense

You can sense the lifeblood in others. You gain advantage on Wisdom (Perception) checks against any creature with blood within 60 feet of you, as well as on Wisdom (Insight) checks to determine if a blood-bearing individual is lying.

Hemocraft Modifier: Intelligence

Your Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your Hemocraft Modifier is Wisdom

Sanguine Sacrifice.

You have learned to harness the blood of others to empower your curses. If you inflict damage on a creature with a piercing or slashing weapon, you may use a bonus action to consume the blood left on the weapon. For the next minute, when you use your Blood Maledict feature and choose to amplify a Blood Curse, you have the option to make the creature from which you consumed the blood suffer the additional necrotic damage from your hemocraft die instead. If you target that same creature with the Blood Curse, it suffers disadvantage on any saving throw that the Blood Curse necessitates.

You can maintain a connection to only one creature at a time through this feature. Once the connection ends, you cannot use this feature on the same creature for 24 hours.


Brand of Searing Blood

Your Brand of Castigation now seethes with a power that scorches the very lifeblood of those you mark. Should a creature branded by you possess a natural ability to regenerate, that regenerative property is nullified for the duration of the brand's effect. Moreover, if the branded creature takes more than one type of action on their turn—be it an action, bonus action, reaction, or any movement—they incur necrotic damage equivalent to one roll of your hemocraft die for each additional action executed beyond the first.

Blood Curse of Control

Through rigorous practice and mastery over your hemocraft, you have unlocked a potent Blood Curse known as the Blood Curse of Control. This Blood Curse, borne of your heightened prowess, allows you to exert influence over the very life essence of your adversaries. This newly acquired Blood Curse is a testament to your advancing skill and does not count against the number of Blood Curses you can know.

Blood Curse of Control

As a bonus action, you can target a creature within 30 feet of you to impose disadvantage on its next Attack roll, Ability Check, or Saving Throw, according to your choice.

If you choose to amplify the curse:

  • The targeted creature must attempt a Constitution Saving Throw against your Hemocraft Save DC.
  • Should the creature fail this saving throw, it will suffer disadvantage on all Attack rolls, Ability Checks, or Saving Throws of your choosing until the end of your next turn.


Blood Curse of Control

As a bonus action, you can target a creature within 30 feet of you to impose disadvantage on its next Attack roll, Ability Check, or Saving Throw, according to your choice.

If you choose to amplify the curse:

  • The targeted creature must attempt a Constitution Saving Throw against your Hemocraft Save DC.
  • Should the creature fail this saving throw, it will suffer disadvantage on all Attack rolls, Ability Checks, or Saving Throws of your choosing until the end of your next turn.


Blood Amplification

You have mastered the forbidden art of empowering your blood for increased strength, though it comes at a price. As an action, you can intensify the power within your blood, granting yourself a bonus of +1, +2, or +3 to your weapon attack rolls, damage rolls, and Armor Class, as well as an additional 10 feet of movement for each bonus point you choose. These enhancements last for 1 minute. However, when the effect concludes, you suffer one level of exhaustion for each point of bonus you initially selected.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2023 5:41:37 AM
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