Blood Hunter
Base Class: Blood Hunter

It’s a saying amongst some blood hunters that in the monster hunting world, the only hunters that are feared by the horrors of the multiverse are those with a few screws loose. Those of the order of the frenzy embody this perfectly, known and even slightly feared by other orders for their uncaring and fearless attitude towards the bloodshed of the battlefield. Perhaps you follow a deity of pain like Loviatar, or you have some connection to demons and their chaotic pillaging, or maybe you’re simply a veteran who knows what’s necessary to be effective in battle. 

Whatever the case may be, to blood hunters of the order of the frenzy, adventurers die young anyways, and they may as well use their life to gain an edge in the fight and become unpredictable warriors who carve their own way through the world, with a smile on their face while soaked in their enemies’ blood.

Terrifying Visage

Beginning when you first pick this order at 3rd level, you embody your sundering brutality even outside of the battlefield. You gain proficiency in the Intimidation if you don’t know it already and your proficiency bonus is doubled for all checks using the chosen skill.

Furthermore, you can use your Hemocraft ability modifier, instead of Charisma, for all ability checks made to intimidate a creature (creator’s note, this change in ability score is purely mechanical and simply meant for you to be really good at the skill, there’s no necessary implication that you use Hemocraft for intimidating, though that’s up to you).

Rite of the Frenzy

Also at 3rd level, whenever you activate your Crimson Rite, you may go on a frenzy. You can only do so if you activated it on a melee weapon, and you gain the following benefits for the duration:

  • Attacks against you have advantage.
  • At the beginning of your turn, choose one creature you can see. Until the beginning of your next turn, you have advantage on attacks against them.
  • At the beginning of your turn, if you took damage since the beginning of your last turn, your Hemocraft Die increases in size by one (from a d4 to a d6, from a d6 to a d8, from a d8 to a d10, from a d10 to a d12).
  • You’re immune to being frightened.
  • Whenever you reduce a hostile creature to 0 hit points or a hostile creature is reduced to 0 hit points within 5 feet of you, you gain temporary hit points equal to one roll of your Hemocraft die.

Bloodthirsty Taunt

Starting at 7th level, you can compel your enemies to attack you. As a bonus action or an attack, you can choose a creature within 30 feet of you and have them succeed on a Charisma saving throw against your Hemocraft save DC. On a failed save, they have disadvantage on attack rolls against creatures other than you until the end of your next turn.

You can successfully use this feature twice, a use isn’t expended on a successful save; and you regain all expended uses when you finish a short or long rest.

Additionally, whenever you score a critical hit on a weapon attack with a weapon with your Rite of the Frenzy active or you reduce a hostile creature to 0 hit points, you can immediately use this feature (no action required) without expending a use.

Brand of the Delighted Hunter

At 11th level, your brand of castigation now compels your foes to deal only with you. If a creature branded by you would hit with an attack against a creature other than you, or they deal damage to creatures other than you without dealing damage to you through the same effect (such as a fireball that doesn’t have you in its area of effect), the damage they deal is reduced by one roll of your Hemocraft die. 

Furthermore, you score a critical hit on a roll of 19 or 20 on the d20 on attacks with a weapon with your Rite of the Frenzy active against the branded creature.

Sadistic Surge

Starting at 15th level, you can empower yourself when the battle requires it. As a bonus action, you can take necrotic damage equal to one roll of your Hemocraft die, which can’t be reduced in any way, expending a use of your Blood Maledict.

Until the beginning of your next turn, your speed increases by 10 feet, you gain an additional attack the next time you take the Attack, and you regain hit points equal to one roll of your Hemocraft die if you reduce a hostile creature to 0 hit points.

Frenzied Retaliation

By the time you’ve reached 18th level, you thrive in the chaos of battle. Whenever an allied or hostile creature is reduced to 0 hit points within 30 feet of you, you can move up to your speed towards an hostile creature and make a single weapon attack against them (no action required). 

Furthermore, when you take damage from a creature that is within range of a weapon you’re holding imbued with the Rite of the Frenzy, you can use your reaction to make a weapon attack against that creature.

Previous Versions

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2/7/2024 3:46:31 PM
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