Blood Hunter
Base Class: Blood Hunter

The Order of Wolf's Blood was formed many years ago, when the Abyss first started to bleed into the Material Plane, threatening every living soul. It was here, when the Order was first recorded and thought to be founded. Members of the Order all bear a signature Greatsword, with a crooked dagger in their offhand that they use as a fulcrum to enable their fighting style, which consists of wild, erratic, and swift swings of the Greatsword in spinning and flipping motions, using the momentum to increase the force of their blows. Although their fighting style is reckless and erratic, it proves extremely effective against those of the abyss. 

     Individuals wishing to join the Order must first find them, and pass the trials before swearing an oath by Wolf's Blood to uphold the will of the man who inspired the Legion; Artorias

(Based on the Abyss Watchers in Dark Souls 3(2016) by Hidetaka Miyazaki)

Rite of Cinder

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of Cinder, the extra damage dealt by your rite is fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of Cinder is active, you roll an additional hemocraft die when determining the extra damage from the rite.

The Form of The Order

Starting at 3rd level, you learn to master the infamous fighting forms of the Order, becoming more adept at the wild and swift style they have adopted. You're able to wield a Greatsword in one hand with a dagger in your off-hand, both of which have the finesse property when you wield them. You are also able to make an off-hand attack with your dagger using a bonus action. When you make a Greatsword attack, you can instead choose to use your bonus actions for a variety of effects:

  • You strike your foe with a fatal amount of force, adding an extra damage die to your damage roll.
  • You go into a flurry of attacks, on your next turn, you can hit the target with advantage, provided you don't have any effects that would render you incapable of doing so. You can use this benefit a total of twice before requiring a turn without attacking, the incredible speed draining your stamina at a rather fast rate.
  • You can make a thrust attack, charging ahead an extra 10 ft as part of the attack.

The Art of Abysswalking

Upon reaching 7th level, you have gained the ability to abysswalk, a coveted art in which you are able to retain your mind and body, even in the presence of the abyss itself. You  have advantage on Saving Throws against being Charmed, Frightened, or any effect that would induce Possession. This changes to immunity to being Charmed and Frightened at 14th level.

   On top of this, as an action you gain the ability to sense the presence of any aberrations, monstrosities, fiends, or undead within 100 ft of you,  though you can't tell it's identity, nor its exact location. Additionally, you can sense any location or object that has been desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Wisdom Modifier(Min 1), gaining all expended uses upon completing a long rest.

Brand of Sundering

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of the Legion

At 15th level, you hone your hemocraft to hunt those of the abyss. You gain the Blood Curse of the Legion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Legion

As a bonus action, you choose one creature you can see within 30 feet of you, that creature must succeed on a Wisdom Saving Throw or be marked by you as a target, a purveyor of the abyss. Until the end of your turn, the first attack made against the creature has advantage.

 

Amplify. The target creature gains vulnerability to Fire Damage until the beginning of your next turn. Alternatively, it nullifies fire resistance if the creature has it and does not apply vulnerability. If the creature were to have immunity, it instead has resistance until the beginning of your next turn.

Sworn by Wolf's Blood

Upon reaching 18th level, your partaking of Wolf's Blood is deepened, embedded into your very being, allowing you to be more resilient to incoming danger. If you are reduced to 0 Hit Points, but not killed outright, you gain a number of Hit Points equal to your Constitution Modifer + Half of Your Bloodhunter Level. Additionally, upon the use of this feature, you can also activate your Rite of Cinder once without expending any uses. The embers from your weapon burns brilliantly, gaining a +5 ft of reach until the Rite of Cinder ends. You may use this feature once per long rest

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2024 3:25:07 PM
1
3
5e
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes