Base Class: Blood Hunter
Blood Hunters of this order undergo a second Hunter's Bane, this time however, receiving fiend ichor instead of blood. This causes a harsh transformation to go on throughout their life. As they grow in power, their body becomes more and more fiendish. Gaining horns, claws, tails, wings, supernatural speeds, and other fiendish traits. Becoming a fiend hybrid allows them to better hunt prey at the cost of being feared by everyone they come across.
Fiendish Form
When you choose this subclass at 3rd level, you begin the long and harsh process of becoming more and more like a fiend. You gain claws that act as natural weapons. when you make an unarmed strike, you may use 1d4+Dex slashing damage instead. This feature improves at level 7, 15, and 18.
These claws are natural weapons and you are proficient with them.
Additionally, you also grow horns and sharp fangs. This form allows you to fright most people, giving you proficiency with intimidation checks.
Fiends Magic
Upon choosing this archetype at 3rd level, you learn a basic spell that most fiends know by heart. As an action, you may cast Eldritch Blast. You also get the ability to cast Detect Evil and Good at will.
Spectral Sight
As an action, you may look into the ethereal plane for 10 min. This new sight goes out to 30 ft.
This sight is not like Truesight in that it will reveal the shapechangers true form.
Wings of the Fiend
At 7th level, your speed increases by 5 feet. Additionally, you sprout fleshy wings that allow you to fly as long as you aren't wearing medium or heavy armor. Your flying speed is equal to your walking speed.
Additionally, your speed increases by 15 feet at level 11 and another 15 at level 15.
Fel Magic
Starting at 11th level, you learn to use more magical abilities that are innate to fiends. You learn how to cast the spells fireball and fire shield.
Black Blood Regeneration. After you kill a creature, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.
Improved Fel Magic
At 15th level, you gain the ability to cast immolation once per day.
Additionally, you ignore resistances and immunity to fire when attacking.
Fel Magic Mastery
At 18th level, you have unlocked the true potential of the fiendish blood flowing through you. While using your Crimson Rite, you ignore any and all resistances and immunities the target has against your weapons.
Additionally, you learn the spell Investiture of Flame. You may cast this spell once per day.
You also gain the ability to add your Crimson Rite to your spells as though they were melee weapons. When casting the spell, you may choose to add your Crimson Rite to the attack and follow how Crimson Rites normally work.
Finally, you gain expertise in intimidation.
Previous Versions
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3/31/2020 11:56:16 PM
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4/1/2020 1:55:56 AM
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4/1/2020 1:58:44 AM
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4/1/2020 2:07:25 AM
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6/10/2020 1:56:05 AM
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