Blood Hunter
Base Class: Blood Hunter

Though the nature of most creatures remains an ever changing state, demons will always exude evil and seek nothing but death and destruction. Thus, the most necessary, and yet the least populated, order of blood hunters was founded and named the Order of the Demon Blade. The reason behind its lack of hunters is due to the process one must go through to become apart of this order: the humanoid must become host to the excruciatingly painful blood of a demon for the rest of their life. Because of this, training in enduring pain is paramount to honing their bodies to withstand the pain that will course through their entire bodies. Depending on the type of demon, a Demon Blade will be exposed to different levels of pain from the blood within them; the blood of a simple Dretch will feel similar to a dagger being twisted into an open wound across the entire body and, from there, the levels of pain only escalate as the blood of more powerful demons is used. However, there is one more price to be paid. The more powerful the half-breed becomes, the more the blood of the demon seeps into the system and will one day take over completely. This leads to an eventual transformation of the host into a demon themself for their own order to hunt.

Optional Rule.

The DM may decide to incorporate the risk of blood fully taking over and transforming a character of this subclass. Each time one of the features of this subclass is used, the DM may secretly roll a percentage die to determine if the character begins transforming using the table below. Once beginning to transform, the player must succeed on a saving throw chosen by the DM against their own hemocraft DC or become a demon themself.
Once transformed, the player will become an NPC for the DM to determine how they behave, act and continue in the story.
Transformation Table
Percentage chance feature
1% Rite of the Abyss
5% Fiendish Hunter
8% Demon Grip
6% Diabolical Anatomy
7% Brand of Devouring
10% Blood Curse of the Unholy

Rite of the Abyss

Deep lacerations rake across your back as if the blood of the demon within you is fighting to get out. Your weapon billows with the black and red smoke of the Abyss and buzzes with power no demon could resist.This weapon hungers to be soaked in demon blood and to cleave into their flesh.

When you join this order at 3rd level, you learn the Rite of the Abyss esoteric rite (detailed below).

Rite of the Abyss. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • Your weapon gains the Thrown (range 20/60) property if it did not already have it.
  • Your weapon, if willingly thrown, will return to your hand at the end of your turn. This will prevent the rite from deactivating for leaving your hand.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a fiend.

Fiendish Hunter

Your senses deceived you. Those were not the whispers of townsfolk, nor the stench of beasts. The wicked blood construes the language of its brethren and gifts you with the knowledge of a demon's identities.

Beginning when you choose this order at 3rd level, your mind is warped to comprehend your prey's pleas. You learn to speak, read, and write Abyssal and gain advantage on Charisma ability checks against fiends.

Additionally, as an action, you can amplify your senses with the blood flowing through you to magically detect fiends. Until the end of your next turn, you know the location of any fiends within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your proficiency modifier (minimum of once). You regain all expended uses when you finish a long rest.

Demon Grip

Your arm is severed and as it should begin to fall, the limb is propelled forward as if it was fired from a ballista. Picking up speed, the arm is wrapped in red tendrils that expand and manifest into a claw the size of a giant. As it reaches its goal, a red tendril writhes from your shoulder and pounces for your missing limb to bridge the two body parts. With a lift of your feet, you hurtle yourself back to your arm and regain it or, with a slight tug, send your arm back to its host. Whatever was in your arm's grasp is now with you, whether it be a damsel in distress or a weakling to crush.

Upon reaching 7th level, as an action you can lose a number of hit points equal to two rolls of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table, and separate a chosen arm from your body. Once separated, demonic energy will send the arm in a straight line toward a creature you can see within 50 feet of you. The creature must succeed on a Dexterity saving throw against your hemocraft save DC or be dealt bludgeoning damage equal to double the value rolled on the hemocraft dice and you may choose to either pull the creature within 5 feet of you or pull yourself within 5 feet of the creature. On a successful save, the creature is dealt damage equal to the value rolled on the hemocraft dice (not doubled).

Your chosen arm will then automatically reattach itself to your body whether the save is successful or not.

You can use this feature once. Beginning at 15th level, you can use your Demon Grip feature twice between rests. You regain all expended uses when you finish a short or long rest.

Diabolical Anatomy

The blood grows more familiar to your body and settles into it, warping and transforming it as your demonic affiliation reaches a new level.

Beginning at 11th level, whenever you finish a long rest you may choose one of the demonic choices from this feature to manifest on your body until the end of your next long rest.

Alternatively, whenever you use a blood curse, you may choose to change your choice of Diabolical Anatomy to another.

Chaos Mind

Your mind is filled with the innate knowledge of demons and their insticts.

You gain advantage on saving throws against attacks and effects from fiends.

Additionally, you gain proficiency with Charisma saving throws if you didn’t already have it.

Demon Hide

Your skin cracks and smolders as it transforms into that of a demon's hide. The colour of your new demonic hide is yours to choose.

This feature grants you immunity to fire damage and a +2 to your Armor Class.

Eyes of the Abyss

Your eyes fill with a chosen coloured flame. This grants you advantage on perception and intimidation checks as well as darkvision up to 60 feet if you do not already have it.

Fiendish Tail

You grow a thin tail, of a chosen colour, and acts almost as a third arm and hand for you.  As a bonus action, you may perform one of the following actions with your tail:

  • Draw or stow an object weighing up to 1 pound with your tail. If doing this to steal an object, you gain advantage on your sleight of hand check.
  • Open and close unlocked doors.
  • Use thieves' tools. 
  • Gain advantage on grapple checks.
  • Give the help action to a friendly creature within 5 feet of you.
  • Hang from a piece of scenery.

Brand of Devouring

The pain remains strong but, from it, has come a new method of dampening it. Sapping the life force from others and drawing it into your own not only keeps you fighting for longer, but makes your enemies fall much faster.

Starting at 15th level, your Brand of Castigation gnaws and weakens your foe whilst flooding you with their strength. Whenever you hit a creature with a weapon for which you have an active crimson rite, you regain hit points equal to half the hemocraft die of extra damage (rounded up). Additionally, if a branded creature is targeted by your Demon Grip ability, it is used on an Attack action rather then a full action and they make the dexterity saving throw with disadvantage.

Blood Curse of the Unholy

The pain of the blood becomes power to inflict on those you seek to slay. It draws from your veins and wraps them in binds as the weight of your pain manifests above to fall upon them. An anchor of demonic pain that grows stronger with each passing moment.

Upon reaching 18th level, you let your blood flow from your body and form chains around your enemy as the pain you have endured manifests above them, ready to be dropped. You gain the Blood Curse of the Unholy for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Unholy. As an action, you release a torrent of blood at a creature within 30 feet of you, seeking to immobilize them. A targeted creature must succeed on a Charisma saving throw against your hemocraft DC or become restrained for 1 minute and an anchor of pain begins growing above them starting at one charge. You count as concentrating on this blood curse whilst it is in affect. For each turn the creature is restrained, the anchor gains another charge. At the end of each of its turns, a restrained creature can make a Charisma saving throw, ending the effect on itself on a success or can be freed if you lose concentration on the curse. When the curse ends through any means, the anchor drops on top of the creature and deals a d6 of force damage for each charge it had.

Amplify.  The creature has disadvantage on the first Charisma saving throw it makes against this curse.

Order Of The Demon Blade Image

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