Blood Hunter
Base Class: Blood Hunter

the order of the lich knight is a long and forgotten order, where the members bind themselves to a runic weapon or inscribed container. Using the runes and their lich-like powers, fend off the dark of malevolence and snuff out the light of hope. In recent times, reborn, dhampir, aasimar's and even some humans, have unearthed this order.

The Rites of the order

 

The Rites of the order are a special set of rites that every member must follow, similar to a paladin oath:

Knowledge. The pursuit of knowledge should be one of your top priorities, that is where you can find ancient and powerful techniques. 

Secrecy. Having an air of secrecy and mystery around you is always a good idea. The outside world can never fully know of the order.

Relentlessness. Never give up or give in to even the basics of carnal desires. Your order is first and foremost.
Failing to uphold the rites is to betray the order, and is heavily despised. Those who fail are normally removed from the order, all traces of them are removed and the ex-lich knight member is normally hunted and killed. however if the ex-lich knight returns to the order and upholds the rites once more, they are pardoned.

 

Death runes.

At 3rd level, when you joined the order, you have learnt how to harness death runes. you learn one now, then at 7th, 11th, 15th and 18th level. they recharge on a long rest. A rune may require a saving throw or attack roll. Whenever you gain a ability score improvement, you may change out your runes. 

Rune save = 8 + intelligence modifier + proficiency bonus
Rune attack = Intelligence modifier + proficiency bonus

Etching a rune onto a weapon makes it a rune weapon, which will be required for some runes.

Rune of absolute resolve

You can end one condition, disease or curse affecting you or a friendly creature within 30ft of you as an action.

Rune of atonement

You bring up the sins of your enemy (if they have any). As a bonus action, your rune weapon condemns the target creature. If your rune weapon hits them, They are considered vulnerable to any damage caused by your rune weapon until the end of your turn.

Rune of chains

As a reaction to when a creature moves out of your space, you bind it in chains of ice, it must succeed a dexterity save or take 2 rolls of your hemocraft die as cold damage and movement is reduced to 0 until the start of your next turn.

Rune of Defence

You can cast the shield once.

Rune of ghastly stench.

For ten minutes, when you activate this rune as an action, any creature that starts it's turn within 5ft of you must make a con save or be poisoned until it's next turn. the creature is immune to it for the rest of it's duration on a successful save.

Rune of health.

Until the next dawn, Your hit point maximum increases by your intelligence modifier* half your level in this class.

Rune of the Blind

When you use this rune as a bonus action, you have a blindsight of 10ft for a minute. You have disadvantage to wisdom ( perception) checks the require your sight for the duration.

Rune of the stoneskin

You can cast stoneskin once. If cast this way, it requires no material components.

Rune of the vampiric

when you use this rune as a bonus action, if you are below half health, you regain health equal to half the damage your rune weapon deals.

Rune of undeath

You can cast finger of death once.

Lichborne

At 7th level, your deathless nature allows you to live like what you're trying to recreate. you don't need to eat, drink, sleep or breath.

Rune tap

11th level is where, as an action, you can draw upon your runes, creating a temporary hit point bubble that is class level*2 on either yourself or another creature within 10ft. This can be done Once per short or long rest.

Undead bulwark

When you reach 15th level, Your mannerisms are becoming more depraved, cold and cynical, taking form as a magical resistance against that which would plague the living. you have resistance to cold, necrotic and poison damage.

Delay Death

At 18th level, not even death will stop you. When you reach 0 hit points, you can use your reaction to drop to 1 hit point. You can use this as many times equal to your proficiency bonus.

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