Base Class: Blood Hunter
The Blood Hunters of the Order of the Vigilante may be rough and tough, but they have the wit and intelligence to know that people are not immortal. Hence, they make themselves into symbols - immortal, untouchable.
The Order of the Vigilante seeks to combat the lesser evils of the world such as murderers and thieves, because they know someone else will take on the big threats. They keep to the shadows, always prepared to destroy those who need to be destroyed, or help those who are in dire need of saving.
Ever Vigilant
You are always aware of the world around you, sleeping with one eye open.
Beginning at 3rd level, you gain proficiency in Dexterity (Stealth) and Wisdom (Perception) checks, if you aren't proficient already.
In addition, your passive Wisdom (Perception) score increases by 5.
Symbol of the Vigilant
Beginning at 3rd level, you can manifest a persona that inspires awe and fear in people. It is specially designed to inspire your allies and frighten your enemies.
When you gain this feature, you can choose a symbol.
Cape
You have a cape, which gives you your identity and your power. The cape is a magic item that requires attunement, and that only you can attune to.
While attuned to the cape, you gain the following benefits.
- You gain a +1 bonus to all Charisma checks.
- You are immune to the charmed condition.
- Whenever you would take damage by activating your primal rite, you take 1 less damage (minimum of 1 damage taken).
Claws
You gain claws, which represent you and are an effective weapon. Your unarmed strikes now deal 1d8 slashing damage on a hit. They count as a weapon for the purpose of using your Crimson Right. Your claws cannot be retracted, though they do not hinder you.
When you make an unarmed strike as part of the Attack action on your turn, you can make another unarmed strike as a bonus action.
Eyes
You are inspired by the eyes of cats and other creatures that see beyond the normal human range. You gain darkvision out to 120 feet, if you don't already have darkvision. If you do have darkvision, its range is increased to 120 feet. You also cannot be surprised by any means.
In addition, you can cast the detect magic as a ritual spell. Your spellcasting ability for this spell is Intelligence.
Hex
You are inspired by the dark and powerful magic of hexes. You learn one 1st or 2nd-level spell from the warlock spell list, and you can cast it twice per short or long rest. Intelligence is your spellcasting ability for this spell.
In addition, you are resistant to force damage, and you cannot take damage from the magic missile spell.
Storms
You take the power of the storms upon yourself and channel it as your symbol. You learn the Right of the Storm, and you gain special benefits while it is active (detailed below).
Rite of the Storm. Your rite damage is lightning damage. While the rite is active, you gain the following benefits:
- You have resistance to lightning and thunder damage.
- You gain a 10 foot flying speed.
Wings
You are inspired by creatures with flight, and so you create a pair of powerful wings. These wings are a magic item that require attunement, and only you can attune to them. While you are attuned to the wings, your Strength score is doubled for the purpose of determining how far you can jump. You also learn the levitate spell, and can cast it once per long rest. Your spellcasting ability for this spell is Intelligence.
In addition, when you take falling damage, you can choose to subtract your Blood Hunter level from the damage you take.
Wander in Shadows
Beginning at 7th level, you become the very master of the shadows. While in darkness, you are invisible to all creatures that can't see through magical darkness.
When you take radiant damage while invisible in this way, you take an additional 1d6 psychic damage, and attacks made against you have advantage until the start of your next turn.
Brand of Goading
At 11th level, your hemocraft has given you the ability to single out and destroy a single foe. When you brand a creature with your Brand of Castigation feature, it has disadvantage on all attack rolls made against a creature other than you, and you gain disadvantage on all attack rolls made against a creature other than the one you branded.
While branded, if the creature's hit point total is less than three times your Blood Hunter level, each time you hit the creature with an attack, the creature gains a permanent and culminative deduction of 1 to their armor class. If this would reduce the creature's armor class to 0, the creature dies instantly.
While branded, if the creature's hit point total is more than three times your Blood Hunter level, each time you hit the creature with an attack, you deal an extra 1d4 necrotic damage to it.
Blood Curse Adept
Starting at 15th level, your mastery of the arts of the blood-cursed vigilante is unparalleled. Whenever you finish a long rest, you can change the Blood Curses you know for your Blood Maledict feature.
In addition, you don't take damage from amplifying your Blood Curses.
Symbol of Dread
At 18th level, you can invoke your symbol to inspire dread in your enemies. As an action, you can force each creature with an Intelligence score of 4 or higher within 30 feet of you to make a Wisdom saving throw against your hemocraft save DC, taking 4d10 psychic damage and becoming frightened of you for the next minute on a failed save, or taking half as much damage and not being frightened on a success. They can repeat the saving throw at the end of each of their turns, ending the frightened condition on themselves on a success.
When you use this feature, you lose a number of hit points equal to one roll of your hemocraft die.
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