Blood Hunter
Base Class: Blood Hunter

All blood hunters are born from a process known in academic circles as the Hunter's Bane, a terrifying process by which their blood is infused with ancient and forbidden magic that grants them the unnatural power they use to fight the creatures that crawl in the dark. But there are those who believe that the process doesn't go far enough and that even more extreme power is needed to face the new unknowable horrors that are crawling out from beyond the planes.

Those who believe this travel to the edges of the elemental planes where there sits a secret shrine. And within this shrine, they are infused with the essence of Chaos itself, the blackened magic and horrible energies that split the material planes from the spititual. No mortal can push through, and no spirit can return. But these precious lucky few that survive the process emerge with new untold power and a body consumed by elemental hunger. There is no longer a soul, merely a starved hunter, craving to devour all.

VERSION 2 PATCH NOTES:

  •  Chaos Blood now requires a Bonus action to activate
  • Crimson Rite cannot be active at the same time as Chaos Blood
  • Chaos Blood now lasts for 1 minute, without the need for damage every turn, in exchange for giving enemies advantage on attacks against you
  • Elemental Fury does not deal the secondary damage at the start of the enemy's turn
  • Friend from Beyond is replaced by Chaos Mastery

Rite of Devouring Chaos

When you join this order at 3rd level, you learn the Rite of Devouring Chaos esoteric rite (detailed below).

Rite of Devouring Chaos. Your rite damage is acid damage. While the rite is active, you gain the following benefits:

  • Your weapon emits a terrible black essence. Any non-magical light within 20ft of you is extinguished.
  • You can cast the spell Absorb Elements. You can do this a numer of times equal to your intelligence modifier.
  • Your weapon leaves lingering chaos around the wound. When you hit a creature with this weapon, they take the hemocraft damage again at the start of their next turn.

Chaos Blood

Beginning at 3rd level, you can infuse the power of your Crimson Rite into your body instead of a weapon. At the start of your turn, you can use a bonus action, take damage equal to your hemocraft dice and gain the following benefits for 1 minute:

  • Your speed increases by 10ft and you do not provoke opportunity attacks when you leave the attack range of a creature
  • You can take the Dash action as a bonus action during this turn
  • All of your melee weapon attacks has advantage, but all attacks against you also have advantage

While Chaos Blood is active, any Crimson Rites you had active are ended and you cannot use any Crimson Rites while Chaos Blood is active.

Beginning at 11th level, when you use Chaos Blood, you gain the following additional effects:

  • You gain a flying speed equal to your walking speed.
  • You have advantage on all saving throws while Chaos Blood is active.

Also, from 18th level, when you use Chaos Blood:

  • You no longer require a Bonus action to activate Chaos Blood, however this activation must happen at the start of your turn
  • You can now use Crimson Rites while Chaos Blood is active

Elemental Fury

Upon reaching 7th level, you gain the ability to channel the power of the elemental chaos within you into a blast that consumes all that ot hits.

You can make a ranged attack using your Intelligence modifier against a target within 120ft of you that isn't behind total cover. If the attack hits, they take acid damage equal to 6 Hemocraft dice.

You can use this feature a number of times equal to your Intelligence modifier. Beginning at 15th level, you can use this feature a number of times equal to twice your Intelligence modifier between rests. You regain all expended uses when you finish a long rest.

Hollow Physiology

Beginning at 11th level, your Brand of Castigation now amplifies your own chaotic energy, further consuming your enemy and restoring you. Whenever you land a critical hit against a branded creature, they take additional damage equal to your Hemocraft dice and you regain hit points equal to the damage dealt.

Blood Curse of the Hollowing

At 15th level, you’ve honed your hemocraft to the point of being able to purge pain from the veins, allowing others to push beyond mortal limits and temporarily tap into the vast power of Chaos. You gain the Blood Curse of the Hollowing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Hollowing: 

As a reaction, you can choose one creature you can see within 30 feet of you that is below full HP. The target creature's movement speed is increased by 10ft and they can take the Disengage as a bonus action until the end of their next turn.

Amplify. The creature also has advantage on all melee attacks until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2021 6:50:22 PM
10
0
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8/31/2021 12:52:04 PM
11
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8/31/2021 1:12:04 PM
11
0
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9/16/2021 8:29:34 PM
12
0
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9/23/2021 4:32:21 PM
15
0
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1/4/2022 5:51:34 PM
17
0
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7/4/2023 12:28:57 PM
29
3
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7/4/2023 6:25:51 PM
38
0
2
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2/4/2024 12:41:01 PM
36
1
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Coming Soon
2/4/2024 2:04:09 PM
36
0
2.1
Coming Soon

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