Base Class: Blood Hunter
A Half-Orc in scale mail lays beneath a cart clutching his short sword. As undead horrors hobble towards the cart he takes his weapon and slices his hand, quick to let the stream of flowing blood absorb into a glowing rune on the blade that now pulsates with power. The Half-Orc stands and shouts as he swings his sword, activating his Chaos Blade and summoning a wave of thundering force towards the horde.
The Order of the Chaos Blade is a new order that combines unstable energies from the elemental chaos with Hemocraft for devastating results. Members of this order imbue their weapons with special runes that connect them to the elemental plane of chaos. A Chaos Blade blood hunter protects their weapon with their life and ensures that it never falls into the wrong hands.
Rite of Pandemonium
When you join this order at 3rd level, you learn the Rite of the Pandemonium esoteric rite (detailed below).
Rite of Pandemonium. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- Your weapon emits an aura of unstable energy that distorts your appearance, increasing your AC by +1.
- You have resistance to force damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an elemental.
Rune Specialist
Beginning at 3rd level, your order has taught you a ceremony to create your Chaos Blade. You gain proficiency with smith’s tools, and at the end of a rest you are able to perform a ritual that allows you to carve magical runes into one weapon provided you have smith’s tools. This feature can only be used on one weapon at a time and you can only have one rune active. If you attempt to carve a rune that would exceed your number of active runes, the old rune fades as the new one replaces it.
If your Chaos Blade is nonmagical it becomes a magical +1 weapon. If it is already magical, nothing changes. At level 10 your weapon increases to a +2.
You learn two runes listed at the end of this class description and an additional rune whenever you gain a new active rune slot.
The number of active runes you can have is equal to your half of your proficiency bonus rounded up.
Sanguine Anarchy
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to enter a state of Sanguine Anarchy.
Upon doing this you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. Sanguine Anarchy lasts for ten minutes, and during this time you can add your intelligence modifier to your damage rolls made with your Chaos Blade.
You can use this feature once. Beginning at 15th level, you can use your Sanguine Anarchy feature twice between rests. You regain all expended uses when you finish a short or long rest.
Brand of Turmoil
Beginning at 11th level, your Brand of Castigation exposes your foes to the elemental chaos. After branding a creature, roll 1d4 and consult the table below to see how they are effected by your Brand of Turmoil.
| 1d4 | result |
|---|---|
|
1 |
Target is Blinded and Deafened until the end of your next turn. |
|
2 |
Your attack rolls against the target have advantage while they are branded. |
|
3 |
Target is Incapacitated until the end of its next turn. |
|
4 |
Target falls prone and takes your level in psychic damage. |
Chaos Walking
At 15th level, your mastery of the Elemental Chaos has granted you access to limited spell casting. You learn the Conjure Elemental and Fabricate spells and are able to cast each spell once between long rests. These spells do not require material components when you cast them.
- Your Chaos Blade can cut through space. If your Chaos Blade is a melee weapon it gains the reach property and if it is a ranged weapon its long range increases by 30 feet and long range no longer causes disadvantage.
Disarray
Add 18th level you can use your reaction to add your proficiency bonus when rolling an ability check or saving throw. This can be after you roll, but before you know the result. This feature can be used a number of times equal to your proficiency bonus between long rests.
- Additionally, you gain a fly, climb, and swim speed equal to your speed and difficult terrain no longer impedes you.
- Weapon attacks made with your Chaos Blade deal an additional d6 of force damage.
Runes
Displace
When you activate your Crimson Rite you can choose to disappear into the ethereal plane briefly and appear at a location you can see within 15 feet of you. You can use this feature twice per rest.
Strife
Whenever you attack with your Rite of Pandemonium you deal additional force damage equal to one roll of your hemocraft die.
Anguished Blaze
After making an attack with your Chaos Blade you can choose to set a target on fire. The target takes fire damage equal to one roll of your hemocraft die initially, then again at the start of its subsequent turns unless it uses its action to extinguish the flame. The fire lasts a number of rounds equal to your intelligence modifier. This feature can be used once per rest.
Gloomy Visage
You call upon the shadows of limbo and channel them through your Chaos Blade as a bonus action. You gain advantage on stealth and sleight of hand checks for the next minute. Additionally, your Chaos Blade deals 1d6 extra necrotic damage. This feature can be used twice per rest.
Fang
You gain an additional use of your Blood Maledict feature.
Pain
You can brand a creature within 30 feet of you as a bonus action. For the next minute, this creature also takes the damage that you take from rolling your hemocraft die. This feature can be used a number of times equal to your intelligence modifier per rest.
Verity
After missing an attack you can choose to add one roll of your hemocraft die to the attack roll, possibly changing the result. You take necrotic damage equal to the number rolled.
Fulminate
Once per turn your weapon attack deals 1d8 additional lightning damage while your Crimson Rite is active.
Entropy
Using your bonus action you gain advantage on charisma checks and saving throws for the next minute. During this time you are immune to frightened condition.
Anguish
While your crimson rite is active you can use your reaction to cause an enemy that just hit you to take 1d6 + your intelligence modifier damage.
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Posted Dec 28, 2024This is cool I like this. Not many homebrew subclasses actually change the way you play the class. This adds more flavour its awesome.
One suggestion with the brand of turmoil. Possibly change the effects to last while brand of castigation is active or have a more impactful effect, as it's a 1 time use per short or long rest and brand of castigation lasts indefinitely until dispelled or you end it. But otherwise this is pretty cool.
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Posted Nov 27, 2024................................................