Base Class: Blood Hunter
This is a subclass I have been working on. I hope to get some reviews, opinions and advice to improve it in the future. Also I am very sorry that it has no sheet functionality, as I am uncertain how to make it work with the Blood Hunter stuff.
Commune with the Elements
When you join this order at 3rd level, you learn to speak, read and write Primordial and you gain proficiency in the Arcana skill.
Your Proficiency Bonus is doubled for any ability check you make that uses this proficiency.
Elemental Blood
Starting at 3rd level, if you apply the Rite of the Flame, Frozen or Storm to a weapon your hemocraft die increases by one die size (for example a d4 becomes a d6) for the purposes of your Crimson Rite and you can change the damage type of the weapon to the same type as the Crimson Rite applied to it
In addition if you apply any of these three rites you will no longer receive necrotic damage from the Crimson Rite feature.
Primordial Brand
As you gain the Brand of Castigation feature on 6th level, you can replace the psychic damage dealt to the branded creature to the damage type of the Crimson Rite that applied it, as long as it is the Rite of the Flame, Frozen or Storm. (The Beyond system won't allow me to put it into 6th level)
Deny the Corrupted
At 7th level, you gain the ability to ignore resistance to the damage type of your active Crimson Rite if it is the Rite of the Flame, Frozen or Storm.
Strength of the Rite
Upon reaching 11th level, certain Crimson Rites you have learned empower your body even while not being active.
- Rite of the Flame: Your weapon attack rolls made as part of a reaction are made with advantage.
- Rite of the Frozen: You have advantage on checks and saving throws that would result in you becoming prone.
- Rite of the Storm: Your movement speed increases by an additional 5 feet.
Elemental Wrath
Starting at 15th level, the Crimson Rites of the Flame, the Frozen and the Storm have further evolved. If you deal weapon damage with one of these rites active, an additional effect is applied to the target, of which it can only be affected once per turn:
- Rite of the Flame: On a hit, the target takes fire damage equal to one roll of your hemocraft die at the end of its next turn.
- Rite of the Frozen: On a hit, its speed is reduced by 10 feet until the start of your next turn.
- Rite of the Storm: On a hit, it can't take reactions until the start of its next turn.
Primordial Curse
At 18th level, you either gain the Blood Curse of Exposure or the Blood Curse of the Marked for your Blood Maledict feature if you don't already know them. If you already know both gain another Blood Curse not yet chosen. This doesn't count against your number of blood curses known. These two Blood Curses are altered under certain circumstances:
- Blood Curse of Exposure: If the triggering damage is either fire, cold or lightning and you have a Crimson Rite of the same damage type active, the Blood Curse can be amplified without damaging yourself.
- Blood Curse of the Marked: If the Rite of the Flame, Frozen or Storm is active the Blood Curse can be amplified without damaging yourself.
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Posted Mar 7, 2025I like it, 2 pieces of feedback, make a new elemental blood curse, maybe one that causes the target to be engulfed in flames, frozen in place etc depending on the element you use. Most subclass specific curses are much more powerful than the basic once and I don't think the small buff off can be activated without harming you is really worth it.
I really like the subclass built around the crimson rites, but again I feel like it could do with a small buff to the crimson rite boosts, make primordial brand a little more powerful, just changing the damage type to one that is more likely resisted is very weak for a 6th level feature, maybe it also gains a small damage buff, half hemocraft modifier for example.
Final minor detail, I personally don't like the "you don't take damage from this crimson rite" because health as a resource is a central thing the blood hunter does but balance wise it's fine, that's just my personal opinion, I would prefer rolling twice and picking the lower number or perhaps also a buff to attack rolls, making your attacks more reliable. But that's just me.