Blood Hunter
Base Class: Blood Hunter

The forces of the lower planes – demons, devils, and their ilk – are a target of scorn by all who tread the path of inquisition. However, some believe strongly in the ideal of fighting fire with fire; that to defeat a fiend, one must use their own powers against them.

Blood hunters from the Order of the Demon Hunter have undergone a transformation that infuses fiendish essence in their own being. Their methods of obtaining this power varies between individual hunters; some imbibe a concoction not unlike that used to obtain their hunter’s bane. Others perform risk-laden dark rituals and have survived by some miracle, or have even dared to enter a pact with a demon or devil, only to break their oath the moment their power has been obtained. All fiends scorn such thieves of their power, and will hunt them relentlessly…a chase that the demon hunter expects and relishes.

Regardless the method, the Order of the Demon Hunter are looked upon with a special disdain even other blood hunters share with the general populace. However, since its founding, many fiends have fallen to the blades of these maverick warriors; their methods are hard to dispute.

Fiendtongue

Starting at 3rd level when you choose this path, you learn the abyssal and infernal languages.

Fiendish Techniques

Starting at 3rd level, you are imbued with the supernatural powers of a fiend. Choose one of the following abilities. As an action, you may use the ability you choose. At 7th, 11th, and 15th level, you can choose another ability from this list to learn.

You may use fiendish techniques a number of times equal to 1 + your intelligence modifier. Your uses are recovered after a long rest.

Burning Gaze

You shoot a beam of fire from your eyes that sears all in a line. All creatures in a 5-foot wide, 60-foot long line from your position must make a Dexterity saving throw DC equal to 8 + your proficiency bonus + your intelligence modifier or take 1d8 fire damage.

The fire damage increases to 2d8 at 7th level, 3d8 at 12th level, and 4d8 at 17th level.

Fiendish Charge

You move in a straight line up to 30 feet towards a free square, phasing through any creatures (but not other obstacles) as you do. While moving, you may make a melee weapon attack with advantage against any creature you move through or 5-feet either side of your path. You may attack as many times as you would be able to using the attack action, and may use your bonus action to attack with two-weapon fighting. You may attack the same creature multiple times or split your attacks against multiple targets.

Helldive

You leap in the air up to your maximum high jump distance and move to a free space within 15 feet. As you land, you unleash a shockwave that pulses with hellfire and shakes the ground beneath you. All creatures standing within 5 feet of the space you land on must make a Constitution saving throw followed by a Dexterity saving throw, both with a DC equal to 8 + your proficiency bonus + your strength modifier. They take 1d6 force damage, or half as much if they succeeded the Constitution saving throw, then 1d6 fire damage, or half as much if they passed the Dexterity saving throw. In addition, if they fail the constitution saving throw, they are knocked prone.

The damage of both the force damage and fire damage increases to 2d6 at 7th level, 3d6 at 12th level, and 4d6 at 17th level.

Infernal Aura

You wreathe yourself in flames that emanate from your body. All creatures that move into or start their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier. They take 1d6 + half your blood hunter level’s fire damage, or half on a successful saving throw. The aura lasts for one minute before dissipating.

Spectral Sight

Starting at 7th level, your eyes glow with a fiendish flame, illuminating your surroundings and allowing you to sense life around you. As a bonus action, you gain blindsight out to 60 feet. Creatures you detect with this blindsight appear as a fiery glowing silhouette of their physical appearance.

This feature lasts for 1 minute. Once you’ve used this feature, you cannot do so again until you take a short or long rest.

Fiendish Wards

Starting at 11th level, you can channel the power of the Lower Planes to ward off extraplanar threats. You may cast protection from evil and good on yourself as per the spell, but without the need for material components, and you do not have to concentrate to maintain the spell. Once you use this feature, you cannot do so again until you take a short or long rest.

Fiendish Wings

Starting at 15th level, your infused powers enable you to grow fiendish wings from your back. You gain a fly speed equal to your movement speed. In addition, you may use your wings to reduce your rate of falling to 60 feet a round, as per the feather fall spell. You lose these features if you are unconscious, stunned, paralyzed, or if your wings are somehow bound.

Metamorphosis

Starting at 18th level, your mastery over your powers allow you to assume the form of a fiend. As a bonus action, you may take one of three unique forms, as listed below. This form lasts for 1 minute, or until you fall unconscious.

Once you use this feature, you cannot do so again until you finish a long rest.

Brutish Fiend. You become a visage of unbridled strength; your muscles bulge and your body is covered with spiked growths. You gain the following bonuses while in this form:

  • You have advantage on Strength and Constitution saving throws, and Strength (Athletics) checks
  • Your maximum hit points increase by a number equal to your blood hunter level, and you gain that many hit points when you enter this form.
  • You have resistance to all damage
  • When you make a melee weapon attack, you may force the targeted creature to make a Strength (Athletics) check contested against yours. If it fails, you may push it back up to 10 feet.
  • You grow chitinous spikes around your body that damage foes that try to attack you. When a creature makes a melee weapon attack against you, they must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. If they fail, they take 1d8 + your strength modifier magical piercing damage.


Lithe Fiend.
 
Your body becomes lean and imbued with supernatural speed. You gain the following bonuses while in this form:

  • You have advantage on Dexterity saving throws and skill checks.
  • You may use your reaction to make an attack roll against you have disadvantage.
  • When you use the attack action, you may make an additional attack. This is in addition to the one granted by your Extra Attack feature.
  • Your move speed increases by 30 feet.
  • Your movement does not provoke attacks of opportunity.


Cunning Fiend.
 
Your mind and senses are sharpened by the otherworldly cunning of creatures eons old. You gain the following bonuses while in this form:

  • You have advantage on Charisma, Intelligence, and Wisdom saving throws and skill checks.
  • You may amplify your blood maledicts without needing to spend health
  • You have the benefit of your Spectral Sight feature for the entire duration of your metamorphosis. In addition to its normal features, a streak of flame indicates the movements of each creature you detect. The flames show their movements up to the past minute.
  • You may cast charm monster and suggestion once each at 5th level. Their saving DC is equal to your Haemocraft save DC.

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