Blood Hunter
Base Class: Blood Hunter

Bloodhunters under the Order of the Eclipse use their blood rites to manipulate light and dark. Their power draws on and changes their abilities based on the time of day, the strongest among them able to draw on their own strength to influence the sun and moon on their own.

Rite of the Eclipse

You learn the Rite of Eclipse as part of your Crimson Rite feature. While the Rite of the Eclipse is active on at least one weapon, you gain the following benefits:

- Your weapon sheds bright light or darkness in a 20ft radius (Your choice).
- You have resistance to necrotic damage if the sun is up, or psychic damage if the sun is set.
- Weapons with this rite active on them deal radiant damage when the sun is up and psychic damage when the sun is set.

One with Darkness

You can see 120 feet into magical and non-magical darkness.

Herald of the Sun / Herald of the Moon

Upon reaching 7th level, at the start of your turn, you can use an action to transform into the Sun / Moon Herald granting you resistances to different types of damages depending on the time of day.

Sun Herald: Resistance to Fire, Radiant, and Necrotic Damage. Additionally, weapons with your Rite of the Eclipse active deal an additional hemocraft die when determining the extra damage from the rite. (Increases to 2 extra dice at level 11, and 3 extra dice at level 15).

Moon Herald: Resistance to Psychic, Cold and Necrotic. Additionally, weapons with your Rite of the Eclipse active deal an additional hemocraft die when determining the extra damage from the rite. (Increases to 2 extra dice at level 11, and 3 extra dice at level 15).

This feature lasts for up to 1 minute, or until you lose concentration, as if it were a spell.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use this ability twice between rests.

Brand of the Eclipse

Starting at 11th level, your Brand of Castigation hides your exact location from foes. A creature effected by your Brand of Castigation has disadvantage on all attacks made against you.

Blood Curse of Eclipse

At 15th, you hone your hemocraft, and learn the Blood Curse of the Eclipse.

Blood Curse of the Eclipse

As a bonus action, you curse a creature that you can see within 30 feet of you. You attempt to rip the energy from a creature you can see within 30, forcing a Charisma save against your hemocraft dc. On a failed save, the target is slowed, as if under the effects of the slow spell, repeating the saving throw at the end of each of their turns, ending the effect on a success. 

Amplify. Additionally, the target takes 3d6 radiant/psychic damage at the start of each of their turns, depending on if the sun is up or down.

Herald of the Eclipse

Starting at 18th level, you can use both charges of your Herald ability to gain the effects of both the Herald of the Moon, and the Herald of the Sun. This makes you resistant to Fire, Radiant, Psychic, Cold, and Necrotic damage, as well as enhancing your rite of the eclipse damage to deal both psychic and radiant damage (ex. 4d8 psychic + 4d8 radiant). Additionally, The Blood Curse of the Eclipse deals both damage types at the start of the target's turn, instead of just one.

This feature lasts for up to 1 minute, or until you lose concentration, as if it were a spell.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2024 11:42:20 PM
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