Base Class: Blood Hunter
using your orders great magic, you can draw power from the nine hell's and strike down your foes in combat.
Hellish Contract
You begin to gain the ability to contact the nine hell's and the abyss, and even create contracts with Fiends
Beginning at 3rd level, you can make a choice of contract every long rest which will grant you special bonuses and features. As a bonus action, you can activate or deactivate the contracts effects. Abyssal contract - you gain proficiency in intelligence, wisdom, or charisma- your crimson rite also adds your hemocraft die to any damage rolls- creatures you curse cannot heal for the duration of the curse . Contract of the nine - you gain advantage against being Charmed and you now cannot be put to sleep by magic - your crimson rite will now light attacked creatures on fire (this counts as a magical fire) - creatures you curse become vulnerable to fire damage
Abyssal Contract
After choosing to contact the Fiends of the Abyss, also known as demons, you can gain the ability to enhance your physical abilities in three ways -
- you gain proficiency in intelligence, wisdom, or charisma
- your crimson rite also adds your hemocraft die to any damage rolls
- creatures you curse cannot heal for the duration of the curse
Contract of the Nine
When you create the contract of the nine, you gain 3 new physical traits granted by the powerful devils of the nine hell's. these traits are -
- you gain advantage against being Charmed and you now cannot be put to sleep by magic
- your crimson rite will now light attacked creatures on fire (this counts as a magical fire)
- creatures you curse become vulnerable to fire damage
Bonus proficiency
you are now capable of donning heavy armor
Scorching Skin
Beginning at 7th level, your body has begun to form and change , then your skin gains a new layer of fire proof flesh, granting you immunity to fire damage and preventing you from lighting on fire.
Brand of Exilium
At 11th level, your hemocraft has altered your Brand of Castigation to banish creatures from your plane of existence. Whenever you strike a creature with a brand that is not from your current plane, they must make a save (Save vs your intelligence + proficiency) and a failed save will return them to their original plane. if the creature is from this plane, you can attempt to send them to another plane for 1d10 minutes. they must make a save ( Save vs your proficiency) at advantage.
Blazing Curse
Starting at 15th level, your blood curse will create crimson blazes around the target dealing damage to creatures surrounding the target. whenever a creature ends their turn within 5 feet of a cursed creature, they must make a save (Save Dexterity vs your intelligence + your proficiency) or take 2d10 fire damage.
At higher levels. 2d10 extra damage at 18th level.
(this effect will happen each turn the target is cursed)
Enhanced Contract
At 18th level, your contracts have been heard about from throughout the Nine Hell's and the Abyss , and now higher level demons and devils can make contracts with you. your contracts will now include 1 new effect depending on the contract that is active -
Abyssal Contract - you can now summon a blade of the Abyss at any point that deals 2d10 + your intelligence + your proficiency
Contract of the Nine - your Blazing curse now turns into bolts of flame that will shoot off to up to 2 creatures from the cursed , then they must make the save for Blazing curse.
(this effect will happen each turn the creature is cursed)
Previous Versions
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3/24/2021 4:49:32 PM
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