Base Class: Blood Hunter
Blood hunters of the Order of Hellbinders collude with devils to further their power against threats on the Material Plane, brandishing hellfire and calling infernal beings to their side in battle. Many of their peers scorn or reject members of the Order of Hellbinders as fools for embracing the very evils they're meant to destroy. However, these diabolists have not been tricked by the forked tongues of devils. They enter into their dark covenants with clarity and a devil's eye for details, risking neither soul nor sanity. Instead, they offer only blood; their own, and that of the otherworldly prey they hunt.
Burgeoning Diabolist
Beginning when you join this order at 3rd level, you’ve begun to uncover the dark secrets of diabolism. You gain the following benefits:
- You learn to speak, read, and write Infernal, and gain proficiency in the Charisma (Persuasion) and Charisma (Deception) skills.
- You have advantage on Wisdom (Insight) checks made to ascertain a creature’s intentions or sincerity.
- You gain the Rite of Flame for your Crimson Rite feature. The fire damage dealt by this rite ignores resistance to fire damage.
Crimson Covenant
Also at 3rd level, you've entered into an infernal pact with a lesser devil, bound in blood. As an action, you can spill some of your blood to summon your bound devil in an unoccupied space you can see within 60 feet of yourself. When you do so, you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced or prevented in any way. Your bound devil uses the Bound Devil stat block, which uses your proficiency bonus (PB). The devil is friendly to you and your companions and obeys your commands. While it is within 500 feet of you, you can communicate with it telepathically. Once summoned, your bound devil remains for 10 minutes, until you are killed, until it is reduced to 0 hit points, or until you use this feature again.
Bound Devil
Medium or small fiend (devil)
Armor Class 12 + PB (natural armor)
Hit Points 5 + five times your blood hunter level
Speed 30 ft.
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Hellfire Bolt. Ranged Weapon Attack: PB + your Hemocraft modifier to hit, range 60 ft., one target it can see. Hit: Hemocraft die + PB fire damage.
Wicked Claw. Melee Weapon Attack: PB + your Hemocraft modifier to hit, range 5 ft., one target it can see. Hit: Hemocraft die + PB necrotic damage.
In combat, the devil shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the devil can take any action of its choice, not just Dodge.
Contractual Benefits
At 7th level, the finer details of your infernal pact are altered in your favor. When you summon your bound devil, you can choose to gain one of the following boons for the duration:
Blood Pact. You can use any of your blood curses as if you were standing in your bound devil's space.
Devil's Sight. You gain 120 feet of darkvision, which allows you to see normally in both magical and non-magical darkness.
Fiendish Resilience. Choose one of the following damage types; cold damage, fire damage, or poison damage. You gain resistance to the chosen damage type.
Infernal Influence. You have advantage on ability checks using Charisma.
At 15th level, you gain the effects of two boons of your choice when you summon your bound devil, instead of only one.
Brand of Infernal Penance
At 11th level, your Brand of Castigation marks creatures as enemies of the Hells. When a creature branded by your Brand of Castigation feature attempts to move away from you or your bound devil, it must spend 2 feet of movement for every 1 foot it moves. Furthermore, your bound devil has advantage on all attack rolls it makes against a branded creature.
Blood Curse of Hellfire
At 15th level, you can draw upon your blood to conjure an explosion of hellish flame to incinerate your foes in an instant. You gain the Blood Curse of Hellfire for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Hellfire. As an action, you can send an orb of hellfire towards a point you can see within 60 feet of you and cause it to explode in a 10-foot-radius sphere centered on that point. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and 3d6 necrotic damage. On a successful save, a creature takes half damage. This damage ignores resistance and treats immunity like resistance.
The hellfire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Amplify. If a creature fails its saving throw, it also begins to burn for the next minute. While burning, a creature takes 1d6 fire damage and 1d6 necrotic damage at the beginning of each of its turns. A burning creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.
Eternal Bindings
At 18th level, your bound devil will remain at your side for as long as blood flows within your veins. When your bound devil takes damage that would reduce it to 0 hit points, you can choose to take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced or prevented in any way. When you do so, your bound devil immediately regains a number of hit points equal to the necrotic damage you took plus half your blood hunter level rounded up, and can immediately use its reaction to make a single attack against a creature within range.
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