Blood Hunter
Base Class: Blood Hunter

While Blood Hunters are known for slaying monsters and enemies of mortals, some have been chosen for a higher purpose. Blood Hunters from the Order of the Inquisition are champions of gods whose Hunter's Bane involved the use of blood belonging to their Divine Benefactor. Becoming an Inquistor gives Blood Hunters from this Order abilities of celestials and a divine armory stored in their blood. 

Find Heretics

Advantage on skills checks gained from your Hunter's Bane feature to recall information from and find fey, fiends, and undead now extends to celestials. 

Almighty Arsenal

At 3rd level, your very body has become a weapon to be used in the name of your Divine Benefactor. You may expend a use of your Crimson Rite to create a weapon from your own blood, covered in glowing celestial runes. Your Almighty Arsenal weapons share the same properties as a weapon with an active Crimson Rite as well as the following benefits:

  • These weapons have the finesse property 
  • These weapons gain a bonus to attack and damage equal to half your proficiency bonus, rounded down. 
  • If a creature other than yourself wields these weapons, their attacks are made with disadvantage and they take necrotic damage equal to a roll of your hemocraft die for every attack they make (this damage can't be reduced in any way).
  • While wielding an Almighty Arsenal weapon, you may cast the Cleric cantrip associated with it as a bonus action. The weapons themselves are treated as arcane focuses for this purpose. 

You choose one weapon from the Almighty Arsenal to store in your blood at level 3 and another at levels 5, 7, 11, and 17. 

The Chain

Manifests as a spiked chain made of crystalized blood. This chain is a melee weapon dealing 2d4 slashing damage with a ranged attack dealing 1d4 slashing damage. Can be used to cast "Light" on the weapon itself as a bonus action. 

The Nail

Manifests as a dagger in the form of a large, twisted nail made of crystalized blood. Can be used to cast "Spare the Dying" as a bonus action. 

The Rod

Manifests as a mace in the form of an ornate rod of crystalized blood. The Rod can be used to cast "Guiding Bolt" as a bonus action. 

The Staff

Manifests as a quarterstaff in the form of a length of crystalized blood with a curved or hooked end. Can be used to cast "Resistance" as a bonus action. 

The Tablet

Manifests as a shield in the form of a slab of crystalized blood etched with the doctrine of your Divine Benefactor. Besides the benefit of a shield, it can be used as a melee weapon dealing 1d4 bludgeoning damage. Can be used to cast "Holy Assertion" as a bonus action. 

Sanguine Smite

At 3rd level, you can imbue your strikes with divine power. Once per turn, you can deal additional Crimson Rite damage at a number of rolls of your hemocraft die equal to half your Blood Hunter level, rounded down. These attacks bypass all immunities and resistances from damage types on creatures of celestial origins. Sanguine Smites can be amplified in order to activate Blood Blessings unique to each weapon in your Almighty Arsenal by taking necrotic damage equal to a roll of your hemocraft die (this damage can't be reduced in any way). Creatures without blood are immune to the extra damage of Sanguine Smites unless amplified. This feature can be used a number of times equal to your proficiency bonus per long rest.

 

Guiding Stigmata

Blood Blessing of The Staff, When you hit a creature with an amplified Sanguine Smite, the target glows with a bright light until the end of your next turn. While surrounded by this light, weapon and spell attack rolls made against them are increased by a number equal to your hemocraft modifier. In addition, the target does not gain the benefits of half or three-quarters cover until the end of your next turn. 

Holy Bonds

Blood Blessing of The Chain. When you hit a creature with an amplified Sanguine Smite, the target must succeed on a Strength saving throw or be restrained until the end of your turn as the chain liquefies and lashes around the target before condensing into crystalline blood chains that bind them.

Life Transference

Blood Blessing of The Nail. When you hit a creature with an amplified Sanguine Smite, you gain temporary hitpoints equal to a roll of your hemocraft die + your hemocraft modifier. In addition, the target can't regain hitpoints until the end of your next turn.

Repel the Sinful

Blood Blessing of The Rod. When you hit a creature with an amplified Sanguine Smite, the target must succeed on a Constitution saving throw or be pushed back a number of feet equal to 5 × your hemocraft modifier and can't move within that radius of you until the end of your next turn.

Righteous Commandments

Blood Blessing of The Tablet. When you hit a creature with an amplified Sanguine Smite, the target must succeed on a Wisdom Saving throw or be Charmed by you until the end of your next turn. While Charmed in this way, the target must use its action to follow your verbal commands (if it can hear you, otherwise they take no action) and can't take reactions. If commanded to take a course of action that would directly cause them harm, the effect ends.

Pious Flagellation

At 7th level, you can use the healing power of your Divine Benefactor in order to aid those in need. As a bonus action, you can take necrotic damage equal to a roll of your hemocraft die, this damage can't be reduced in any way. Then touch one creature and cause them to regain hitpoints at a number of rolls of your hemocraft dice equal to half your blood hunter level, rounded down + your hemocraft modifer. This feature can be used a number of times equal to your proficiency bonus per short or long rest. 

Rite of Judgement

At 11th level, you learn the Rite of Judgement as part of your Crimson Rite feature. When you activate the Rite of Judgement, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You are resistant to radiant damage. 
  • You can't be disarmed of the weapon.
  • When you hit creature of celestial origin with a weapon for which the Rite of Judgement is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Channel Divity

At 15th level, you're training has given you the knowledge to channel divine energy from your own veins. These Channel Divinity options can be amplified by taking necrotic damage equal to a roll of your hemocract die, this damage cannot be reduced in any way. You can use this feature once per long rest. 

Divine Judgment

As a bonus action, you can force all hostile creatures within 10 feet of a creature afflicted with your Brand of Castigation (including the branded creature) to make a Wisdom saving throw. On a failed save, affected targets have disadvantage on attacks and ability checks until your next turn.

Amplify. Creatures who failed the save have disadvantage on attacks and ability checks for a minute, or until they successfully pass a Wisdom saving throw at the beginning of one of their turns after being affected. 

 

Turn the Holy

As an action, you speak a prayer censuring celestials and creatures of celestial origin. Each of these creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Amplify. All creatures affected take necrotic or radiant damage equal to a roll of your hemocraft die + your hemocraft modifier. This damage overcomes resistances and immunities to radiant and necrotic damage. 

Godslayer

At 18th level, the power of your Divine Benefactor's blood has synergized with you, allowing you to express their power in a godlike form. The power of a deity is not meant to be wielded by mortal. As an action, you can take necrotic damage at a number of rolls of your hemocraft die equal to half your bloodhunter level (thie damage can't be reduced in any way), granting you the following benefits for a minute. 

  • You no longer must take damage to use any of your Blood Hunter features.
  • You may gain a flying speed of 40 feet. 
  • You may apply a Sanguine Smite to every attack you make with a weapon that has an active Crimson Rite (but only one Blood Blessing can be used per turn).
  • You regain a number of hitpoints equal to a roll of your hemocraft die + your hemocraft modifier every time you deal damage to a creature of celestial origin using a weapon with an active Crimson Rite. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2024 11:33:55 PM
7
0
1.0
Coming Soon
5/29/2024 5:24:13 AM
8
0
1.5
Coming Soon
6/3/2024 5:24:01 AM
7
0
2.5
Coming Soon
6/3/2024 7:39:10 AM
6
0
--
Coming Soon
6/17/2024 12:18:08 AM
11
0
--
Coming Soon
6/19/2024 10:34:06 PM
13
0
--
Coming Soon
8/13/2024 8:19:00 PM
16
0
4
Coming Soon
8/13/2024 8:32:41 PM
15
0
7.0
Coming Soon
8/13/2024 8:48:02 PM
16
0
7.5
Coming Soon
9/7/2024 4:59:01 PM
26
0
8
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes