Base Class: Blood Hunter
Through careful study of ancient languages and the incantations spoken aloud by practitioners of magic, the blood hunters of the Order of the Scarlet Rune have managed to unlock strange power in runes and spoken words. While members of the order are more liable to be found in a dusty library pouring over ancient grimoires than in the wilderness chasing down monsters, these scholars of hemocraft are nonetheless a force to be reckoned with on the battlefield, being able to draw complex ritual circles channeling potent blood magic to weaken enemies and strengthen allies on a large scale.
Runic Savant
Beginning when you join this order at 3rd level, you’re an expert at runes and symbols. You can read all writing, and by studying one carefully over the course of 1 minute, you can recognize the purpose and meaning of any symbol or rune you encounter, no matter how alien it is to you.
Circle of Blood
Also at 3rd level, you can channel powerful hemocraft through runic circles painted in blood. As an action, you choose to take necrotic damage equal to one roll of your hemocraft die to paint a runic circle on the ground in a 20-foot-radius using your own blood. This damage cannot be reduced or prevented in any way. When you do so, choose one of the types of runes detailed below to invoke. The circle’s magic lasts for 1 minute, until you use this feature again, until you are killed, or until you dismiss it as a bonus action.
Runes of Alacrity. You and creatures of your choice within the circle have your movement speeds increased by 10 feet and do not provoke attacks of opportunity. Moreover, if you or a creature of your choice is knocked prone within the circle, you can stand up by spending 5 feet of movement.
Runes of Clarity. You and creatures of your choice within the circle have advantage on your choice between Charisma, Intelligence, or Wisdom saving throws.
Runes of Fortification. At the beginning of each of your turns, you and creatures of your choice within the circle gain a number of temporary hit points equal to one roll of your Hemocraft die plus your Hemocraft modifier. These temporary hit points vanish when your Circle of Blood ends.
Runes of Restriction. Creatures of your choice within the circle must expend 2 feet of movement for every 1 foot it moves and cannot take reactions. In addition, whenever it tries to move out of the circle, it must first make a Charisma saving throw. On a failed save, it remains within the circle and cannot attempt to leave it again until the beginning of its next turn.
Bloody Rituals
At 7th level, your knowledge of runes and hemocraft allows you to perform minor magical rituals. You learn three spells of your choice from any class’ spell list; one of 1st level, one of 2nd level, and one of 3rd level. Each spell you choose must have the ritual tag, and can only be cast as rituals. Your spellcasting ability is the same as your chosen Hemocraft ability.
Brand of Leeching Runes
At 11th level, you can combine the runic magic of your Brand of Castigation and your Circle of Blood to drain your foes of their blood. When a branded creature begins its turn within your Circle of Blood, it must make a Constitution saving throw. On a failed save, it takes necrotic damage equal to one roll of your hemocraft die and cannot regain hit points until the beginning of its next turn.
Empowered Circle
At 15th level, the bloody runes you draw grow stronger. The options of your Circle of Blood feature improve in the following ways:
Runes of Alacrity. You and creatures of your choice within the circle gain an additional action on each of your turns. This extra action can be used to make a single weapon attack, or to take the Dash, Disengage, or Hide actions.
Runes of Clarity. You and creatures of your choice within the circle have advantage on all three types of saving throws, instead of just one.
Runes of Fortification. You and creatures of your choice within the circle gain the benefits of half cover.
Runes of Restriction. Creatures of your choice within the circle must expend 4 feet of movement for every 1 foot it moves, and have disadvantage on Dexterity ability checks and saving throws.
Blood Curse of the Bloodied Tongue
At 18th level, you can recite dark runes to mar the minds of your foes and curse them into terrified silence. You gain the Blood Curse of the Bloodied Tongue for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Bloodied Tongue. As an action, you can choose a creature that can hear you within 30 feet of you and force it to make a Wisdom saving throw. On a failed save, a creature takes psychic damage equal to five rolls of your hemocraft die and becomes frightened of you until the end of your next turn. While frightened in this way, a creature cannot speak or perform verbal components. On a successful save, a creature takes half damage and isn’t frightened.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.
Comments