Base Class: Blood Hunter
Bound by an oath to eradicate evil, members the Order of the Death Knight wield semi-divine magic as they stand within the darkness in order to stop it.
You have chosen to join the Order of the Death Knight, a faction of Blood Hunters that takes a path that resembles a mix of the Order of the Profane Soul and a Paladin, as a result, your abilities manifest in a new way.
Bonus Proficiency
When you select this subclass at 3rd level, you gain proficiency in heavy armor.
Death Knight's Magic
You gain access to spellcasting in a manner similar to a paladin, your spellcasting ability is intelligence, your spell attack bonus is equal to your intelligence modifier + your proficiency bonus and your spell save dc is equal to 8 + your intelligence modifier + your proficiency bonus.
Spells known of 1st level or higher. You know the spells of the paladin spell list, you can prepare up to half of your blood hunter level (rounded down) + your intelligence modifier (minimum of 1). Your spell slots work like the Paladin Spell table and the slot levels work the same as well.
Rite of Protection
At 3rd level, you gain the rite of Protection which works differently from the other crimson rites, providing a defensive benefit rather than an offensive one.
This rite is activated on armor or a shield and grants the following benefits:
Enemies have disadvantage on attacking any of your allies within 10 feet of you.
Your armor class and the armor class of up to 3 allies within 15 feet when this rite is activated is increased by one roll of the hemocraft die.
When you or one of your allies currently benefitting from this rite is hit by a weapon or spell attack, you can spend a reaction to reduce the damage taken by one roll of your hemocraft die.
Bleeding Smite
When you reach 7th level, you gain the ability to channel your hemocraft in new ways. As a bonus action when attacking, you can smite an opponent with bloody fury, roll a hemocraft die which determine which level spell slot this smite behaves as, with any number above 5 counting as a 5th level smite. Once you use the feature, you can't use it again until you finish a short or long rest.
Brand of Weakness
At 11th level, enemies marked by your Brand of Castigation must make a constitution saving throw or deal half damage and take double damage until your next turn.
Blood Curse of Terror
You gain the Blood Curse of Terror, and it doesn't count against your known Blood Maledicts
Prerequisite level 15, Order of the Death Knight
As a bonus action, a creature within 30 feet of you becomes frightened. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the curse ends.
Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Wisdom saving throw to end this curse at the end of its turn.
Divine Protection
At 18th level, you gain the Paladin's Auras of Protection and Courage, both behave as if you were an 18th level paladin, and the saving throw bonus uses your intelligence modifier instead of charisma.
Aura of Protection
Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus equal to your intelligence modifier (with a minimum bonus of +1). Youmust be conscious to grant this bonus.
Aura of Courage
You and friendly creatures within 30 feet of you can't be frightened while you are conscious.
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