Base Class: Blood Hunter
The Order of Martyrs first came into being from a demigod son of Ilmater called Andrew Dominus. He, like so many others that worship his father or those that have him as a father, chose to embrace his fate of becoming a martyr and use it to make him a deadly warrior and a stronger protector of those that are in danger. With his death in defending others, the Blood Hunters made the Order of Martyrs official for other Blood Hunters to join that felt the same calling as Andrew.
While the Order of Martyrs is one of the smallest Orders of the Blood Hunters, they are among the most deadly warriors and fierce protectors of the world. This is so by their willingness to sacrifice everything to protect those behind or beside them. They often forgo their own health and safety in a fight yet they do not seem to care and instead this makes them stronger in the field.
Those who wish to join their ranks must not be afraid of what happens to themselves and be willing to sacrifice everything to protect those they fight with and the ones that depend on their protection.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells from the cleric, warlock, & wizard spell lists.
Cantrips
You learn three cantrips of your choice from the cleric, warlock, & wizard spell list. You learn another cantrip of your choice at 10th level.
Spell Slots
The Order of Martyrs Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher
You know four 1st-level cleric, warlock, & wizard spells of your choice.
The Spells Known column of the Order of Martyrs Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach the 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric, warlock, & wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Focus
Your blade becomes the very core of your magical ability as it has some of your blood within it. You can use your weapon as a spellcasting focus even while you have a Rite ongoing.
Spellcasting Ability
Intelligence is your spellcasting ability for your cleric, warlock, & wizard spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spells Known | Spell Lots per Spell Level: | 1st | 2nd | 3rd | 4th | 5th | |
| 3rd | 2 | 4 | 2 | - | - | - | - | ||
| 4th | 2 | 5 | 3 | ||||||
| 5th | 3 | 6 | 3 | ||||||
| 6th | 3 | 7 | 3 | 2 | |||||
| 7th | 3 | 8 | 3 | 2 | |||||
| 8th | 3 | 9 | 3 | 2 | |||||
| 9th | 4 | 10 | 4 | 3 | 2 | ||||
| 10th | 4 | 11 | 4 | 3 | 2 | ||||
| 11th | 4 | 11 | 4 | 3 | 2 | ||||
| 12th | 4 | 12 | 4 | 3 | 2 | 2 | |||
| 13th | 5 | 12 | 5 | 4 | 3 | 2 | |||
| 14th | 5 | 13 | 5 | 4 | 3 | 2 | |||
| 15th | 5 | 13 | 5 | 4 | 3 | 2 | 2 | ||
| 16th | 5 | 14 | 5 | 4 | 3 | 3 | 2 | ||
| 17th | 6 | 14 | 6 | 5 | 4 | 3 | 2 | ||
| 18th | 6 | 15 | 6 | 5 | 4 | 3 | 3 | ||
| 19th | 6 | 15 | 6 | 5 | 4 | 3 | 3 | ||
| 20th | 6 | 16 | 6 | 5 | 4 | 4 | 3 |
The Martyr's Reaction
At 3rd level as a reaction, you can move half your movement to an ally that is within range of half your movement and take the hit and damage for that ally.
When you reach 10th level, as apart of this reaction, you can make a weapon attack against the enemy that you were hit by as a show of defiance. Even if you took the hit and it would make you go unconscious you can make this attack before you fall.
When you reach 15th level, your range for this reaction is now your full movement speed.
The amount of times you can do this is equal to your Con modifier and it recharges on a short rest.
Rite of Blood
At 7th level, you learn the Rite of Blood esoteric rite (detailed below).
Rite of Blood. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:
- Your keen eye makes you aware of what stage of injury every creature is on including allied creatures.
- You have resistance to necrotic damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an enemy that has hit you
Unfazed by Death
Starting at 7th level, you are immune to being frightened for you are unconcerned with threats to your life and hardens your resolve to protect your allies.
Blood Healing
Starting at 11th level, every day you gain an amount of die that is equal to your level. The die type is equal to your Hemocraft die.
With this die pool, you can use a bonus action to use one or more of those die to damage yourself to heal one of your friends or damage an enemy to heal yourself.
In order to damage the enemy, you must first make a touch spell attack then they must make a Constitution Saving Throw, on a success they take half damage and you heal the for the same amount of damage they took and on a fail, they take full damage and you heal the same amount they took. Meanwhile, when you damage yourself to heal an ally, there are no saves involved, they are healed for the amount of damage you take. The damage is always necrotic.
The range you can use this at is equal to your Martyr's Reaction range.
Blood Strength
At 11th level, you sacrifice some of your vitality to give strength to those in range.
As an action, you use one or more of your die from your die pool from Blood Healing to damage yourself and all of your allies in a 30 ft sphere gains temporary Hit Points equal to the damage you take, gain resistance to necrotic damage, & gain a bonus to damage dealt equal to half of the damage you take rounded down. This damage bonus is necrotic.
You can only do this a number of times a day equal to your Constitution modifier.
Bloody Determination
Starting at 15th level, you become determined to protect those beside you and behind you.
Once every long rest, when you would fall to 0 HP and go unconscious you can instead draw blood that has been spilled from around you into yourself and instead go to 1 HP to continue the fight.
The Blood of Life
At 18th level, you see one of your allies fall to the weapons of your opponents and as your action, you can transfer your remaining health to your ally to get them back up and into the fight. You must be at half health at least to do this.
You must be touching them in order to use this feature for when you touch your ally you will your vitality out from yourself into them.
You may only use this once every long rest.
Comments