Blood Hunter
Base Class: Blood Hunter

The Order of the Crimson Templar was founded to help protect the material plane against fiendish incursions from the other planes of existence. As a crimson templar blood hunter you have been trained to channel radiant energy through your blood magic, and have found yourself equipped to face these unholy dangers and send them back to the hells they have crawled out from. Crimson templars such as yourself want nothing more than to rid the material plane of fiendish influences and prevent further incursions from occurring.

Crimson Templar Features

BLOOD HUNTER LEVEL FEATURE
3rd A Sense for the Fiendish, Templar's Radiance
7th Protector of the Planes
11th In the Crimson Light
15th Blood Curse of the Templar
18th Scarlet Avenger

A Sense for the Fiendish

Beginning at 3rd level, you have the innate ability to know when a fiend is within 60 feet of you, even if they are disguised through mundane or magical means. You have advantage on Wisdom (Perception) checks to locate and identify a fiend, disguised or otherwise.

Templar's Radiance

When you join this order at 3rd level, you gain a radiant glow to your blood magic and gain the following benefits:

  • When you deal rite damage to a creature, you can roll an additional hemocraft die of radiant damage. The creature takes this additional radiant damage as well. You can use this feature an amount of times equal to your Intelligence modifier (minimum of 1) per long rest.
  • You have advantage on Wisdom and Dexterity saving throws against spell attacks and magical effects from fiends.

Protector of the Planes

Upon reaching 7th level, you gain the ability to channel the radiance of your blood magic into opening a gateway between planes for a brief moment in time. You can cast banishment once per short or long rest without expending any material spell components. The creature you target must make a Charisma saving throw against your spell save DC, which equals 8 + your proficiency bonus + your Intelligence modifier. You regain the use of this feature when you finish a long rest.

In the Crimson Light

Beginning at 11th level, you gain the ability to channel the radiance of your blood magic into other beings. As a bonus action, you can shine radiant light down on a creature you can see within 60 feet of you. That creature must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature takes 1d10 radiant damage, reverts to its true form if it is disguised in any way, and gives off bright red light in a 10 foot radius and dim red light for a further 20 feet. This nullifies the effects of the invisible condition and similar effects, as the glowing red light gives away the creature's position. This effect last for 1 minute, or until you deactivate it with a bonus action. You can only have one creature blanketed in the crimson light at a time.

Blood Curse of the Templar

At 15th level, you’ve honed your hemocraft to protect your allies and punish their enemies. You gain the Blood Curse of the Templar for your Blood Maledict feature. This doesn't count against your number of blood curses known:

Blood Curse of the Templar

As a bonus action, you can choose one creature you can see within 30 feet of you, including yourself. The target creature gains a +2 bonus to their AC for the next minute. Only one creature can receive this bonus at a time.

Amplify. The next creature to land an attack on the target creature while the bonus is still applied receives 3d6 radiant damage and must make a Wisdom saving throw or be blinded until the end of its next turn. The DC for this save is 8 + your Intelligence modifier + your proficiency bonus.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Scarlet Avenger

Upon reaching 18th level, your radiant magic manifests in times of great need. When an ally within 30 feet of you is reduced to 0 hit points or killed, you can use your reaction to release a burst of bright red light in a 30 foot radius. All of your allies within this radius and yourself recover 3d10 hit points, while all enemies within this radius must succeed on a Wisdom saving throw or be blinded until the end of their respective turns. This feature can only be used once per long rest.

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