Blood Hunter
Base Class: Blood Hunter

cool lore stuff here

Eyes of the Beast

When you join this order at 3 level, you’re able to invoke the Eyes of the Beast for 1 minute, granting you an enhanced version of darkvision with a radius of 60 ft., the Blood Hunter can use the ability a number of times equal to their constitution modifier, (minimum of 1 use), and regains all expended uses after finishing a long rest, while this effect is active you gain the following traits:

Thermal Vision - A Blood Hunter with Thermal Vision can see in the dark within a 60 ft. radius. The Blood Hunter can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness but instead can see in the infrared spectrum allowing them to see differences in temperature giving them advantage on Wisdom (Perception) checks that rely on vision while in dim light or darkness. This doesn’t pierce magical darkness.

Sunlight Sensitivity - While in sunlight and Eyes of the Beast is active, the Blood Hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Relentless Curses

When you join this order at third level your devotion to the Hemocraft has already begun to manifest itself, when a target afflicted by one of your Blood Curses dies you are able to pass the curse to another creature you can see within 30 ft. of the previously cursed target. The Blood hunter can choose to amplify the curse on the new target or not, if they do amplify the new curse, they must roll their Hemocraft die and sacrifice the number of hit points rolled.

Rite of Potency

Continued training has developed the blood hunters Rite's leaving lingering effects on enemies. When a creature takes damage from your crimson rite, they take half the damage again at the beginning of their next turn.

Hemomancer

The Bloodhunter can have 2 curses active at a time, a target can only be affected by one curse at any time. They also learn 1 new curse of their choice and can swap out an already known curse for a new one.

Metabollic Purge

The blood Hunter can take an action to purge any unwanted substances from their systems allowing themselves to remove a number of status effects equal to their intelligence modifier, (minimum of 1 status effect). This ability can only be used a number of times equal to the blood hunter’s constitution modifier, (minimum 1 time) and regains any expended uses at the end of a long rest.

The Blood is Life

When you reach 18th level in this class you have become a master of the art of Hemomancy and its use in combat, Choose one of the skills listed below as a keystone ability to enhance or supplement your fighting style.

Blood Gorger

When the Blood Hunter makes an attack roll they can add any temporary hit points they currently have to their damage roll, the damage is piercing and considered magic for the sake of resistances. The temporary hit points are consumed when this ability is used.

Amplify – Heal for half of the damage done on this attack.

Blood Rush

As a bonus action the blood hunter can cast haste on themselves for 1 minute, can be used a number of times equal to their constitution modifier, (minimum 1 time) and regains any expended uses at the end of a long rest.

Amplify – When blood rush ends the Blood Hunter is not affected by the lethargic stun of haste.

Hemoplague

The Blood Hunter chooses a target it can see within 60 feet and curses the targets blood, causing it to erupt in a bloody explosion, each creature in a 15-foot radius of the target creature must make a constitution saving throw, on a failed save a creature takes 5d8 necrotic damage and rolls a d6 determining the status effect they receive from the list below. On a successful save a creature takes half the damage and does not receive a status effect. This ability can only be used once per day and cant be used again until after taking a long rest.

  1. Unconscious
  2. Poisoned
  3. Incapacitated
  4. Blinded
  5. Deafened
  6. Exhausted, (they gain 1 level of exhaustion)

    Amplify – when a target afflicted by a Hemoplague status effect dies their body explodes and any creature within 5 feet must make a constitution save or be affected by the same status effect.

Rites of the Vampyr

After choosing this Order at third level gain access to a new primal and esoteric rite. You can only choose these whenever you would normally be able to change or add a Rite.

Rite of the Blood

Esoteric Rite – Rite of the Blood. Instead of dealing damage the Blood Hunter gains Temporary Hit Points equal to the number rolled on their Hemocraft Die.

Rite of the Thorn

Primal Rite – Rite of the Thorn. The damage is Piercing.

Curses of the Vampyr

When you join this order you gain access to several curses only available to members of the Order of the Vampyr. You can only choose to learn one of these curses whenever you would normally be able to add or replace a curse.

Blood Curse of Subjugation

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The creature must succeed on a Wisdom saving throw or become cursed by you for the duration.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

The curse lasts for up to 7 days, you can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

Amplify – The cursed creature takes 5d8 psychic damage each time it acts in a manner directly counter to your instructions but no more than once each day.

Blood Curse of the Insatiable

Any Vampire within 120 ft. of the cursed creature must make a charisma saving throw or be forced to use their turn to move towards the cursed creature in the most direct route possible ignoring all other things in its path. Attacks against a vampire affected by this curse have advantage.

If the curse was amplified and a vampire feeds on the cursed creature, they take 5d10 psychic damage and are stunned until the end of their next turn.

Blood Curse of the leech

Whenever the cursed target takes damage from an attack you gain half the damage taken as temporary hit points.

If the blood hunter chooses to amplify this curse the cursed target has disadvantage on all attack rolls except against the blood hunter.

Previous Versions

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10/7/2021 6:28:58 PM
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