Base Class: Blood Hunter
You are haunted by a dark event in your past that was caused by demons and it scarred you forever. You are a survior by nature but surviving that ordeal gave you an obsession that cannot be satisfied until every demon is slain. Some time throughout your life an order of demon-hunters caught wind of your story and sought you out. They put you through a harsh set of trials to test your worthiness. After officially completing these trials you are now a demon-hunter. 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.
Score to Settle
Starting at 3rd level, when you choose this order, you gain a fiend kill count, you gain a +1 to all damage rolls for every 4 fiends you deal the final blow to, with a maximum of +5 (20 fiends). This resets to 0 if a fiend brings you to 0 hp.
Bane of Fiends
When attacking a fiend, criticals occur on 18, 19, and 20s.
Demon Hunter Runecraft
Starting at level 7 you can inscribe runes upon your weapons and armor giving you buffs. At level 7 you can inscribe a max of 2 runes, if a third rune is created the first rune fades. Inscribing a rune takes 1 hour of uninterrupted work. A runes power must be activated, taking a bonus action and 2 hp × your level, after a rune is activated it lasts 1 minute before it must be reactivated. An item can only have 1 rune at a time, this includes a weapon, shield, or set of armor.
Level 7 runes include:
Rune of Vitality: Your rune glows a blood red, imbuing its weapon with life stealing properties. Every time you deal damage with this weapon heal for 1/4 of the total damage dealt.
Rune of elements: Your rune glows with the colour described by the effect of your choice. Add 1D4 damage of the chosen type to this weapons damage roles.(pick one of the following effects: Fire - Orange, Lighting - Light Blue, Cold - Dark Blue, Poison - Green, Necrotic - Black).
Rune of Fear: Your rune glows a deep purple. Whenever you role a 5 or more greater than the targets ac on your hit die the target must make a wisdom saving through of 10 + your int. mod. or suffer fear until the start of your next turn. (legendary creatures and creatures who are resistant or immune to fear are not affected).
Rune of Light: Your rune glows a bright yellow. Whenever you block an attack with this shield, the attacker must make a constitution saving throw of 10 + your int. mod. or they are blinded till the end of their next turn.
Rune of Defense: Your rune glows a strong grey. When wearing this armor you gain a +2 to your ac.
Rune of Haste: Your rune glows a silvery white. When wearing this armor you gain the cunning action skill.
Precision Strike
Once per turn, you can use a bonus action and half your movement speed to increase your next attacks damage by 2d4.
Adept Level Runecraft
At level 15 you can inscribe 2 additional runes. You can also improve your runes. Improving a rune takes 1 hour of uninterrupted work.
Level 15 rune improvements include:
Rune of Vitality: Increase the hp restored to 1/2 of the total damage dealt
Rune of elements: Add an additional 1d4 damage of the chosen type to this weapons damage roles.
Rune of Fear: Lower the required hit roll to 2 or more greater than targets ac and add your proficiency bonus to the required wisdom save.
Rune of Light: Increase the effects duration by another turn and add your proficiency bonus to the constitution save.
Rune of Defense: Add an additional +1 to ac.
Rune of Haste: Gain the evasion skill.
Mastery of Runecraft
At level 18 you can master 2 runes, if a third rune is mastered the first mastered rune devolves back to an improved rune. Mastering a rune takes 2 hour of uninterrupted work. You also now add a second rune to items but an item can only have 1 mastered rune at a time.
Level 18 master runes include:
Rune of Vitality: Add the bleeding effect on hit you gain 1/3 of the damage dealt by this.
Rune of elements: Add another additional 2d4 damage of the chosen type to this weapons damage roles.
Rune of Fear: non-allied creatures that can see the target must make the save or suffer from fear as well.
Rune of Light: This blinding effect lasts until they succeed the saving throw at the beginning of their turn.
Rune of Defence: You gain resistance to all non-magical attacks.
Rune of Haste: You gain the athlete and mobile feats - the ability score improvement and resistance to opportunity attacks.
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