Blood Hunter
Base Class: Blood Hunter

For those who seek punishment, becoming a Blood Hunter is more a blessing than a curse. Subjecting one’s body to endless torment has stripped you of your flesh and blood, leaving behind a walking corpse made of sinew and rot. Existing in a vicious cycle of becoming more resilient in order to become stronger and punish oneself in new ways, Defiants obviate the core idea of death itself. As a member of the Order of the Defiant, you embody zealotry - an undying blight upon the soul.

To Seek Is To Find

Your unending cycle of pain has caused your body to grow septic and only able to feel devastating strikes upon it. At 3rd level, you gain the following features.

  • You learn the Rite of the Septic as part of your Crimson Rite feature. When you activate the Rite of the Septic, the extra damage dealt by your rite is acid damage.
  • While you are wearing no armor, your AC equals 10 + your Constitution modifier + your Hemocraft modifier.

Paths of Defiance

Additionally at 3rd level, you are able to defy death in specialized ways. By choosing a Path to follow, you can imbue yourself with different strengths and modify your abilities in unique ways. Whenever you gain a level in this class, you can change your Path.


 

Maniac. Sacrifice and sensation to the last! Acquire favor in flexible positioning, debuffs, and disruption. Your speed increases by 5 feet. Whenever you deal acid damage with an attack, the creature has disadvantage on their next attack roll. At 13th level, your speed increases by an additional 10 feet.


Examinate. Let me but sample the bitter taste of death! Gain great potency in self sufficiency. Whenever you deal acid damage with an attack, you deal an additional amount equal to half your Hemocraft modifier rounded up. At 13th level, the additional amount becomes your Hemocraft modifier.


Scourge. I am purged of beauty, empty of all but blight! Revel in divesting others of their burdens. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. Whenever you deal acid damage with an attack, you can take the same amount of acid damage, which can’t be reduced in any way, and restore an equal amount of hit points to another conscious ally you can see. At 13th level, you restore twice as much.

Examinate.

Let me but sample the bitter taste of death! Gain great potency in self sufficiency. Whenever you deal acid damage with an attack, you deal an additional amount equal to half your Hemocraft modifier rounded up. At 13th level, the additional amount becomes your Hemocraft modifier.

Maniac

Sacrifice and sensation to the last! Acquire favor in flexible positioning, debuffs, and disruption. Your speed increases by 5 feet. Whenever you deal acid damage with an attack, the creature has disadvantage on their next attack roll. At 13th level, your speed increases by an additional 10 feet.

Scourge

 I am purged of beauty, empty of all but blight! Revel in divesting others of their burdens. Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. Whenever you deal acid damage with an attack, you can take the same amount of acid damage, which can’t be reduced in any way, and restore an equal amount of hit points to another conscious ally you can see. At 13th level, you restore twice as much.

Sacrificial Support

At 7th level, you gain the ability to further embrace your pain in order to become stronger. Once per turn when you make an attack, you can replace the attack with a Sacrificial Support effect. You start with one type of Sacrificial Support, More! MORE!, and gain an additional unique Sacrificial Support based on your path at levels 11 and 18.

Sacrificial Exanimate

Whenever you are damaged while under the effects of Pain, you can roll your Hemocraft die and reduce the damage taken by half that amount.

Sacrificial Scourge

 Whenever you are damaged while under the effects of Pain, choose a friendly creature you can see other than yourself. They have advantage on the next attack roll, ability check, or saving throw they make before the end of their turn.

Sacrificial Support Maniac

The radius of More! MORE! increases to 15 feet. Whenever you are damaged while under the effects of Pain, you can choose a creature currently unaffected by More! MORE! within 30 feet of you to make a Charisma saving throw or be affected until the start of your next turn.

Deaths Door

Upon reaching 7th level, death becomes an impossible concept to you. When you would be reduced to 0 hit points, even if you would be killed instantly, you can use your reaction to defy death once more and enter Death’s Door and stay conscious. While on Death’s Door, taking damage forces you to make a death saving throw instead of failing. 3 death saving throw failures can still kill you, and gaining hit points will cause you to exit Death’s Door. If you end your turn in Death’s Door, you fall unconscious. You can enter Death’s Door once per short or long rest

Brand of the Blighted Body

At 11th level, your Brand of Castigation bestows upon your enemies the same punishments you receive yourself. Whenever you apply your brand to a creature, they become Blighted. A creature Blighted this way stays Blighted until they succeed a constitution saving throw against your Hemocraft save dc, which they can make at the start of their turn after Blighted would normally end. A branded creature has disadvantage on saving throws that would Blight them.

Sacrificial Support

Additionally at 11th level, You gain a new Sacrificial Support feature based on your Path.

Examinate - Sepsis.

Choose an enemy within 10 feet that you can see. If they are not Blighted, they must make a Constitution saving throw against your Hemocraft save dc or become Blighted. If they are Blighted, you instead end the condition on them, causing them to become vulnerable to acid damage you deal until the end of your next turn if they are not already resistant or immune to it.

Maniac - Rain of Sorrows

Choose a point within 30 feet of you. In a 5 foot radius originating at that point, each creature in the area must make a constitution saving throw. On a failed save, they take damage equal to 2 rolls of your Hemocraft die and are Blighted. On a successful save, they take half damage and are not Blighted. Additionally, you can choose to affect yourself with Rain of Sorrows. If you do, or are in the affected area, you can increase the area to a 10 foot radius.

Scourge - Suffer

hoose a conscious ally you can see within 30 feet. You can roll a number of your Hemocraft die up to your Hemocraft modifier. You take that much acid damage, which can’t be reduced in any way, and the chosen ally regains twice as many hit points. You also become Blighted.

 

TOXIC!

At 15th level, your body becomes virulent to those around you. While at or below 50% or your max health and not unconscious, you enter a Toxic state, gaining the Toxic condition. When you take damage while Toxic, including the damage that triggered Toxic, you deal acid damage equal to a roll of your Hemocraft die to all creatures of your choice within a 10 foot radius of you. You gain additional effects based on your Path.

Toxic Exanimate

While Toxic, acid damage you deal ignores resistance and immunity.

Toxic Maniac

While Toxic, creatures automatically fail their saving throw against More! MORE!

Toxic Scourge

You are ALWAYS Toxic.

Blood Curse of Sinew

Upon reaching 18th level, you have learned how to spread your pain and the unending pleasures that come with it. You gain the Blood Curse of Sinew for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of Sinew. As a reaction when a creature dies within 60 feet of you, you can fill it with acidic energy. Choose one of the following options.


  1. Fester. The corpse overflows with corrupted blood until it explodes. A 10 foot radius surrounding the creature becomes Blighted gas until the end of your next turn. Enemies that start or end their turn in the area become Blighted and you have advantage against Blighted creatures while either you or the Blighted creature are in the area.
  2. Endure. An ally believes that they can defy death just as you have. Choose an ally other than yourself within 30 feet of you. They have advantage on all ability checks, attack rolls, and saving throws until the end of their next turn.
  3. Deathless. You steal the lifeforce of the corpse before it fades away permanently. You regain hit points equal to twice your Blood Hunter level. Any acid damage you deal Blights enemies until the end of your next turn.

 

Sacrificial Support

Maniac - Punish. All enemies of your choice in a 5 foot radius around you must make a strength saving throw against your Hemocraft save DC. On a failure, they take acid damage equal to 4 rolls of your Hemocraft die and are pushed 10 feet directly away from you. On a success, they take half damage and are not pushed away from you

While on Death’s Door, creatures automatically fail this saving throw and are Blighted.

Examinate - Necrosis. Choose a Blighted enemy within 15 feet of you to mark them for death, vowing to share your pain with those that surround them. Until they are no longer Blighted, whenever you deal damage to them, enemies in a 10 foot radius of them take acid damage equal to a roll of your Hemocraft die.

While on Death’s Door, you do not fall unconscious until the end of the creature’s next turn. Additionally, you immediately gain an extra turn that you cannot use Sacrificial Support during.

Scourge - Lash’s Gift. Choose an ally you can see within 30 feet. Any spells or conditions affecting them that they choose are transferred to you. If saving throws are usually made to end the spell or condition, you do so at advantage. You also become Blighted.

While on Death’s Door, you are not Blighted and instead gain hit points equal to 2 times your Blood Hunter Level.

Examinate - Necrosis

Choose a Blighted enemy within 15 feet of you to mark them for death, vowing to share your pain with those that surround them. Until they are no longer Blighted, whenever you deal damage to them, enemies in a 10 foot radius of them take acid damage equal to a roll of your Hemocraft die.

While on Death’s Door, you do not fall unconscious until the end of the creature’s next turn. Additionally, you immediately gain an extra turn that you cannot use Sacrificial Support during.

Maniac - Punish

All enemies of your choice in a 5 foot radius around you must make a strength saving throw against your Hemocraft save DC. On a failure, they take acid damage equal to 4 rolls of your Hemocraft die and are pushed 10 feet directly away from you. On a success, they take half damage and are not pushed away from you

While on Death’s Door, creatures automatically fail this saving throw and are Blighted.

Scourge - Lash’s Gift

Choose an ally you can see within 30 feet. Any spells or conditions affecting them that they choose are transferred to you. If saving throws are usually made to end the spell or condition, you do so at advantage. You also become Blighted.

While on Death’s Door, you are not Blighted and instead gain hit points equal to 2 times your Blood Hunter Level.

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