Base Class: Blood Hunter
Humanity vs Destiny, an age old fight. Man struggles against the gods, with the power of his own blood he fights off those that would seek to attempt to control him. Protecting the people they care about from the forces of the very universe. Tired of his fate being in the hands of more powerful beings, Blood Hunters of this Order seek to command their own future by overcoming previous infusions in their blood.
"A man's character is his fate"
- Heraclitus
Rite of Rebellion
Your rite damage deals force damage
While this is active your weapon exudes a bright light in a 10ft radius. While in this radius creatures you choose have advantage on saves against being charmed or frightened.
While this rite is active you have advantage on Charisma checks directed towards humanoids that are not hostile towards you, the brilliant light instilling them with confidence in your leadership abilities.
Mortal Cloak
You are immune to the divination magic of higher beings. When targeted by a Divination spell by a Celestial, Fiend, Giant, Dragon or Elemental the spell fails without requiring a check or save.
Once per long rest you can cast “Protection from Good and Evil” at 1st level using WIS as your spellcasting modifier.
Master of Fate
When you roll a death save of 19 you can treat it as a 20, additionally Natural 1’s only result in a single failure on death saves.
When you are reduced to 0 Hit Points but not killed outright, you can expend a use of your Blood Maledict feature to drop to 1 hit point instead.
Soul Siphon
Whenever you hit a Celestial, Dragon, Primordial, Giant or Fiend with a weapon infused with your rite you regain hit points equal to half the damage dealt.
At 18th level this feature works on all creatures.
Slayer of Giants
When you use your Brand of Castigation on a creature you can attempt to bind it. It must succeed on a Charisma Saving throw or become restrained for 1 minute repeating the saving throw at the end of its turn, as large chains rise out of the ground. Celestials, Dragons, Primordials, Giants or Fiends have disadvantage on this saving throw. While restrained in this way Celestials, Dragons, Primordials, Giants or Fiends take maximum damage from your Rite Damage and Brand of Castagation.
You gain a Legendary Resistance which can be used Once per Long Rest.
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