Base Class: Blood Hunter
Blood Hunters of the Order of the Wild Fang are nature’s apex predators: the lightning strike, the crushing boulder, the suffocating frost. They answer the call when the wild’s balance is threatened, their blood and spirit bound to primal forces that defend the natural world through decisive, predatory violence. To these hunters, mercy is a weakness the wilderness cannot afford.
Level 3: Primal Rite
When you activate your Crimson Rite, you can infuse it with one of the following primal aspects. The rite’s damage type remains the one chosen for the rite, but gains an additional effect that can be activated once per turn per active primal rite when you hit an enemy with the weapon:
- Flamefang (Fire): Deal extra fire damage equal to 2x your Hemocraft modifier.
- Frostfang (Cold): The target’s movement speed is reduced to 0 until the start of your next turn.
- Stormfang (Lightning or Thunder): The target cannot take a reaction until the start of your next turn.
- Stonefang (Bludgeoning): Reduce the target’s AC by 1 until the start of your next turn (2 starting at level 11).
You can select any one primal rite whenever you activate a crimson rite and a weapon can only have one active primal rite.
Nature's Craft
You learn two cantrips of your choice from the druid spell list. They count as Blood Hunter spells for you, and use your Blood Hunter spellcasting ability. You also learn the Primordial language if you do not already know it.
Elemental Aegis
Starting at level 7, when you or a creature you can see within 30 feet is hit by an attack, you can use your reaction to summon a protective barrier of your current Primal Rite’s element. This shield grants a bonus to AC against that attack equal to 2x your Hemocraft modifier (minimum +2), potentially turning a hit into a miss.
Whether or not the attack hits, the shield bursts upon impact, dealing damage equal to two rolls of your Hemocraft die of your current primal rite’s element type (fire, cold, lightning, or bludgeoning) to the attacker if they are within 10 feet of the shielded creature.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once), regaining all expended uses when you finish a short or long rest.
Survival Instincts
Upon reaching level 11, once per short or long rest, if you have an active crimson rite when you would be reduced to 0 hit points, you can instead drop to 1 hit point. When you do, you immediately regain hit points equal to your Blood Hunter level + your Hemocraft modifier.
When you use this feature, fire, frost, lightning, or stone fragments erupt around you in a 10-foot radius until the start of your next turn, according to your currently active primal rite. Each hostile creature of your choice that starts its turn in that area takes damage equal to 3 rolls of your Hemocraft die of your current Primal Rite’s element.
Brand of Elemental Vulnerability
At 11th level, your Brand of Castigation feature is infused with elemental energy, granting the target vulnerability to your Crimson Rite's damage type. If the target is immune, it is no longer immune and the damage applies as normal (i.e. no vulnerability).
Blood Curse of the Wild Heart
At level 15, you unlock the blood curse of the wild heart. You channel the primal energy of the land through your blood, ensnaring your foe in nature's grasp. As a bonus action, choose one creature you can see within 30 feet. Until the end of your next turn, whenever the target willingly moves 5 feet, it takes damage equal to your hemocraft modifier of your current Primal Rite's element type (fire, cold, lightning, or bludgeoning).
Amplify: When you amplify this curse, the curse lasts for up to 1 minute. The target rolls a strength save at the end of each of its turns, the DC for which is 8 + Blood Hunter Modifier + Proficiency Bonus.
Apex Form
Upon reaching level 18, you unleash your full elemental ferocity, gaining the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- At the start of each of your turns, you can change your Primal Rite’s element.
- You can have two Primal Rite's active simultaneously on the same weapon, you must still take damage from activating each them as normal. You cannot have the same rite on the same weapon more than once
Previous Versions
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