Blood Hunter
Base Class: Blood Hunter

"Eternal flower field, not even your scent can bring any joy longer. I will wait until you eventually come to slay me. To stop her at the End of the World. I will remain a guard until the end. That is my lot in life. En Garde." ~ The Blue Knight at Worlds End

Blasphemy. Or maybe calling it Profane would be more accurate? It's not the opposition of anything at all really. Blasphemy is the encompassing force of everything not divine, that does not mean we cannot live hand in hand together. Divinity and Blasphemy need one another to exist, both are the half of one another after all. Humanity. Family. Memory. Blasphemy is the heart.

In times of old before humanity ruled this world was the divine, and before the divine... is not recorded by history. Yet just because humanity was not the prevailing force does not mean that they did not exist, that they did not have a place in the world. For part of the world too is an old energy, humanities essence that sometimes forms from deep within. The form in which this essence takes is always fluid. Sometimes it takes the form of a vengeful crusader dedicating their life towards punishing the wicked. Other times a cloaked figure on the side of the road, holding a hand out for those tossed to the wayside. Some even still take to orders of the humane energy. Lich hunters, God eaters, Thorn bearers... they take many name; these are their teachings.

Thornbearer Magic

When you join this order at 3rd level, you gain intimate knowledge on old ritual magic and the sanguine currency required. You gain spells on the table listed below at the appropriate level; these spells can only be cast by taking 1d10 piercing damage that cannot be reduced in any way. An additional d10 is added to this calculation for each level of the spell above first; if a spell is upcasted through this unique casting system then a hit die is expended and rolled as additional damage as well. Casting a spell of a higher level than your proficiency bonus additionally costs a Blood Maledict charge. Constitution is your spellcasting ability for these spells.

Thornbearer Magic

Bloodhunter Level Spell List
3  Thorn Whip, Ensnaring Strike, Spike Growth
5  Plant Growth
7  Shape Plants
9  Geas
11  Heartseeker
13  Symbol
15  Mind Blank
17  Imprisonment

 

When you would willingly fall unconscious, you may choose to concentrate for the duration. While concentrating for the duration, your body automatically and instinctively moves towards the nearest occult creature, location, or occurrence in a 10 mile radius. You move at a rate of 1 mile an hour and can only be awoken by taking damage or when another creature uses its action to wake you. You benefit from a rest equal to the duration if you are not awoken early.

Rite of the Humane

Additionally when you join this order, you learn the Rite of the Humane as part of your Crimson Rite feature. When you activate the Rite of the Humane, the extra damage dealt by your rite is magical piercing damage. Additionally, while that rite is active on your weapon, you gain the following benefits

  • This rite may be reused once on your turns without an action economy cost.
  • The first time you hit a creature on a turn with this weapon, it must make a Constitution saving throw or become resistant to healing until the end of its next turn. At 7th level a creature instead becomes immune to healing.
  • After reducing a hostile creature to 0 hit points, you may roll and expend a hit die; you heal that much plus an additional amount equal to your Constitution modifier. You may roll and expend an additional amount of hit die through this feature at higher levels, two at 5th level, three at 11th level, and finally four at 17th level.

Finally you undergo a ritual that heightens your penance and changes your body. Whenever you would deal damage to yourself through means of an attack, class feature, or item, you shred the area around you in a 5 ft. emanation of bloody thorns that deals piercing damage equal to your rite die. If this damages a creature, the creature is considered an open source of blood; additionally if this damages a creature under the effects of a blood curse, the thorns take root deep within and give disadvantage on saving throws made to resist any ongoing blood curses. As part of this emanation you may immediately cast the Druidcraft cantrip.

Their Wounds are my Wounds

Upon reaching 7th level in this class, you gain more intimate knowledge on curses. At the end of a long rest when a friendly creature within 5 ft. of you would end the rest with the effects of a curse, you may choose to take on the respective curse instead. Alternatively as a reaction when an allied creature within 30 ft. of you would be cursed while you have the Rite of the Humane active, you may choose to be the target of this curse.

While you are cursed through means of anything other than an item you are attuned to, you have a 5 ft. bonus to movement for every curse currently on you. If you at any point have curses greater than or equal to your proficiency bonus, you gain an additional attunement slot and take 1d10 piercing damage that cannot be reduced in any way whenever you would take an action. If you would ever be killed while in this state, your overflowing humanity mixes with the curses affecting you and creates a vile monster of your DM's choosing equal to or greater in CR than your current level. Should this occur, you may only be brought back by means of Wish or magic of a similar level (or alternatively if your DM decides your humanity remains intact, when the monster is slain); either way when revived you return to your original state. At your DM's discretion, you may gain other benefits from bearing multiple curses.

Pain

Starting at 11th level, the blasphemous energies that you wield begin to warp you. As an action you may cause your blood to catch aflame, automatically cleansing any poisons or diseases from yourself; this ability may be used an amount of times equal to half your proficiency bonus and resets on a long rest. Additionally your Grim Psychometry feature extends to recalling information on blessings, curses and lineages.

Whenever you take self inflicted damage while in combat, you gain a stack of Pain (up to an amount equal to your level). Pain dissipates if you go a round without taking damage. While you have stacks of pain, the emanation created from the Rite of the Humane class feature has its range increased by 5 ft. for every stack of Pain. Once per turn as a reaction to your turn starting or ending, you may expend any amount of stacks of Pain (up to an amount equal to your proficiency bonus) to heal your rite die in hit points for every stack of pain expended.

Finally at this level you gain a new way to weaponize your blood. When you take the attack action, you may replace an attack and choose to instead scatter burning blood across the battlefield. You expend any amount of stacks of Pain, targeting a 20 ft. cone, a 10 ft. radius sphere centered on yourself, or a number of points within 60 ft. equal to twice the amount of Pain expended, setting the area ablaze in Bloodflame which burns for a number of rounds equal to the stacks of Pain expended. Creatures within this area when the ability is used must succeed on a Dexterity saving throw against your Bloodhunter save DC, taking 2d6 fire or acid damage (your choice) damage on a failure or half as much on a success. Creatures who start their turn within this area or enter it for the first time on their turns must also make this saving throw. On a failure a target additionally is drenched in sticky flame, taking 1d6 fire damage at the start of their turns until they use an action to scrape off the blood.

Blood Curse of the Malevolent Monument

Starting at 15th level, your blood curse can turn your humanity into an indomitable force of nature. You gain the Blood Curse of the Malevolent Monument for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Malevolent Monument. As a bonus action, you cause a creature within 30 feet of you to become frightened. The cursed creature can make a Wisdom saving throw at each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes 4d6 psychic damage when you inflict this curse, and must use its movement at the start of each turn to move away from you. When a frightened creature moves away from you, they take 1d8 piercing damage as spears burst from the ground to rip at them and they must make a Constitution saving throw or have their movement speed reduced by 10 feet for the next minute.

Briarheart

At 18th level, your body has fully become a source of the essence of humanity. You gain advantage on initiative checks, and as a reaction to the start of initiative while in combat may implant blasphemous thorns around your heart and make it bleed. You maintain this effect by taking 1d10 necrotic damage at the start of each your turns, and additionally are required to maintain Posture. When you take damage you must make a Strength, Dexterity, or Constitution check of a DC equal to half of the damage you took, on a failure you lose all benefits immediately and become lethargic as your heart is ripped open; you cannot move or take actions and must make a Constitution saving throw at the start of each your turns, ending this effect on a success. When you make a Posture check, you additionally add the last roll of self inflicted damage, and damage you do to yourself does not trigger posture checks.

When this ability is first used, you roll initiative for your Briarheart; on its turn you may take an additional action, bonus action, movement or alternatively replenish your reaction.

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