Blood Hunter
Base Class: Blood Hunter

The Dragon Force

Rite of the Dragon Slayer

You learn the Rite of Dragon Slayer as part of your Crimson Rite feature. While the Rite of the Dragon Slayer is active, the extra damage dealt by your rite is Dragon Force. While active you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to any attack from a draconic source of damage.
  • When you hit a draconic creature with a weapon for which the Rite of the Dragon Slayer is active, you roll an additional hemocraft die when determining the extra damage from the rite.
  • Once Per Long Rest When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in the area must make a Dexterity saving throw against your Spell save Dc. Taking damage of the chosen type equal to two rolls of your Martial Arts die on a failure, or half as much damage on a success.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Aether Walk/Warp

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you take a turn to charge it you gain spectral wings and teleport up to 80 feet within a line of sight able to warp thru objects if used this way Aether Walk/Warp goes on cooldown until a long rest is done

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk/Warp twice between rests starting at 15th level.

Brand of the 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 Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite of the E.N.D

If you have one or more rites active and are reduced to 0 HP but don’t die outright, you can choose to have all your active crimson rites end and draconic fury explodes from you. Choose any number of creatures you can see within your aura. Those creatures each take 4d10 acid, cold, fire, lightning, or poison damage (your choice).