Base Class: Blood Hunter (archived)
For some, the dark alchemical taint of the Hunter's Bane is only the beginning. Members of the Order of the Impure seek to further this corruption by imbibing mysterious and poisonous elixirs. They embrace the impurity, turning it into power and using it to their advantage. A blight upon their enemies, Blood Hunters of this order utilize poisons and corruption to strengthen themselves and weaken their foes. While their bretheren in the Order of the Ghosthunter seek to end the undead scourge, the Order of the Impure hunt down monsters who dwell among the living, be they huge beasts or corrupt rulers.
Rite of the Ruined
When you join this order at 3rd level you gain the primal rite Rite of the Ruined (see below).
Rite of the Ruined: Your crimson rite damage is acid damage.
When you hit a living creature with your Rite of the Ruined, it suffers additional acid damage equal to your constitution modifier.
Upon reaching 11th level, all creatures hit with Rite of the Ruined take this acid damage.
Tainted Veins
Beginning at 7th level, your blood curses become refined by your blood's corrupted essence. The damage you take from amplifying your blood curses is halved.
In addition, when you target a living creature with a blood curse, it must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or it becomes poisoned for 1d6 rounds.
Afflicted Rites.
Upon reaching 11th level, your corruption spreads to your crimson rites, infecting them and empowering them. When you hit a living creature with any crimson rite, they take an additional 1d12 poison damage.
Tainted Resilience
At 15th level, your tainted blood renders you immune to poisons and diseases, and you gain resistance to acid damage.
Astral Affliction
Upon reaching 18th level, you gain the ability to directly strike at the essence of your foe, your crimson rites attacking the very soul of your opponent. Your crimson rite damage now ignores resistances. You also have advantage on all constitution and strength saving throws.
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Posted Nov 19, 2020Sorry it took so long. I'll be creating an updated version for the new blood hunter. I will definitely take this into consideration.
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Posted May 15, 2018I like it, but I think it's just too strong in general. Few things to hopefully make it a bit more balanced:
1. Adding con modifier to rite of the ruined seems very strong at low levels. I know it's only against living targets, but that's the vast majority of what you face. I also think adding con instead of wis modifier doesn't really make sense thematically. I would replace this part of the ability with something more niche, perhaps not direct damage. Small amount of damage over time? (Half rite damage at start of turn?)
2. Tainted veins seems good, but I think d6 rounds is too strong, and also it seems redundant with the curse of the eyeless. I would keep this one but reduce it to just one round, and maybe even only when you amplify.
3. At level 11, I would just add your wis modifier to all attacks with rite of ruin and leave it at that. That's a straight 10 points of extra damage per turn, which definitely isn't bad. Doesn't seem like the most exciting level 11 ability either way.
4. Astral affliction is cool, but I'm not a huge fan of the advantage for saving throws. Maybe a buff or new feature regarding the damage over time?