Base Class: Blood Hunter
In order to become a member of this order of blood hunters, an individual must pass "Final Selection", a test used as an entrance exam for trainees to become full fledged members. During this selection, examinees must survive for a tenday in a location the order chooses; typically a perilous domain infested with demons, devils, and other such monters. The examinees must rely solely on the skills they have developed in training, and hope it is enough. The majority of candidates participating in the Final Selection do not survive, succumbing to injury, illness, or the elements. Only those candidates who have reached a satisfactory level of skill and competence, are entrusted with the hemocraft of this strenuous order of hunters.
Candidates who complete the Final Selection are issued the standard uniform, as well as their Bonded Sword, which is designed to eliminate fiends, undead, and monstrosities efficiently.
Rite of the Dawn
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 the Dawn, the extra damage dealt by your rite is radiant 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 fiend, undead, or monstrosity creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Total Concentration
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Enhanced State
At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your breathing techniques also gains the following additional benefit.
Total Concentration: Constant. You have a +1 bonus to attack rolls made with your bonded weapon. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, you have advantage on all Wisdom (Perception) checks.
Total Concentration: Constant
You have a +1 bonus to attack rolls made with your bonded weapon. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, you have advantage on all Wisdom (Perception) checks.
Total Concentration: Constant (Level 11)
You now have a +2 bonus to attack rolls made with your bonded weapon.
Total Concentration: Constant (Level 18)
You now have a +3 bonus to attack rolls made with your bonded weapon.
Master of One
Starting at 11th level, you have spend countless hours drilling and practicing the same routines and techniques. Now, your attacks and skills are honed to near perfection, leaving your opponents 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.
Blood Curse of the Fire God
At 15th level, you hone your hemocraft to harness the might and power of the suns flames through you. You gain the Blood Curse of the Fire God for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Fire God
When you hit a creature with a successful melee weapon attack, you can use your reaction to add 1d6 fire damage to the attack. This fire ignores all resistances and immunities, and counts as magical for that purpose. If the creature is fiend, undead, or monstrosity, it can't regain hit points until the end of your next turn.
Amplify. The target of your curse takes 3d6 fire damage and must succeed on a Wisdom saving throw or be frightened until the end of your next turn.
Exploding Blood Art
Upon reaching 18th level, you learn to project your fighting spirit into your fading life by reabsorbing the energy you feed to your weapons, and releasing it all at once. If you are reduced to 0 hit points, you don’t die outright. However, as a reaction, you can choose to have all your crimson rites activate against the creature that attacked you instead. The effects will linger as you make death saves.
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