This is the second in my line of three new Blood Hunter Classes, it is about 75% worked over. This one was meant as an experiment to see if I could replicate the functionality of the Lycan's Hybrid feature, so I could learn how they made the transformation feature toggle work. Well I figured it out...and liked it so much I continued.
So this transformation build is based upon the idea that, let's say a character was charmed by a Devil, oh maybe the devil fell for the character, of course when the devil reveals his/herself, the devil is rejected...leaving the character cursed. Well at least that is one way it could happen.
Importantly, all of the abilities of this build are based right off the Horned Devil. All of the abilities are also tied to the Crimson Rites and Blood Curses, so all have a limitation in uses.
After playing with it a bit, I think it will be decently powerful for Tier 1, little over powered in Tier 2, balanced for Tier 3 and maybe a little underpowered in Tier 4. For one brief moment though, with all rites/curses active, and a possible Suggestion to 1 or more creature, after level 18 this devilish character could be very interesting to roleplay.
Starting when you choose this archetype at 3rd level, you begin to adopt the infernal traits of those you once hunted...Devil's.
Your devilish frame now allows you to wear heavy armor types.
You gain proficiency with perception and you have Darkvision that grants 120 feet of vision in total darkness, you can also make out colors in dim light. Overtime you have become fluent with the languages of the Nine Hells, you know Infernal. Your devious and devilish tongue grants you +2 to your charisma.
Hellish Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the devilish blood that now lives within. As a bonus action, you can transform into your hellish form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Hellish Transformation to Hellish Form to activate the bonuses for that form on the character sheet.
Hellish Form
Selecting this option has updated the character sheet with the features of your hellish Form.
Hellish Transformation Features
While you are transformed, you gain the following features:
Devil's Sight. Magical darkness doesn't impede your darkvision.
Hellish Resistances. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. You gain resistance to cold, fire and your are immune to poison and the poisoned condition.
Hellish Strikes. You grow demon like claws and a spiked devil's tail while in this form. Innately, you can apply your Crimson Rite feature to your unarmed strikes (including your tail), and you can treat the imbuement process to all as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike with your tail as a bonus action.
Your unarmed strikes and tail deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
Hurl Flame. As an spell action, you can summon and hurl flaming bolts at your targets. This is a ranged Spell Attack with a range of 120 feet to one target, dealing 2d6 fire damage. Intelligence is the casting ability for this spell. If the target is a flammable object that isn't being worn or carried, it also catches fire.
The fire damage will increase by 1d6 at the 7th, 11th and 15th levels.
Brand of the Barbed Tail
At 7th level, you can brand a target after your successfully hit a target with your devilish tail.
Brand of the Barbed Tail. After you have successfully hit a branded/cursed target with your tail strike, and if the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose an equivalent in hit points to your current hemocraft dice damage at the start of each of its turns, due to an infernal wound.
Each time you hit the wounded target with your rite imbued weapons or unarmed attacks, you can add one extra hemocraft die.
At the start of their next turn, any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check.
The wound also closes if the target receives magical healing.
Furthermore, when you have an active Crimson Rite while in your hellish form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Hellish Strikes
When you have an active Crimson Rite while in your hellish form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hellish Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hellish Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hellish form become closer to that of its brethren within the Nine Hells and you gain immunity to fire.
Fire Immunity. You gain immunity to heat and fire.
Brand of the Devil's Tongue
At 15th level, your Brand of Castigation now allows you to charm the affected target if they are within 60 feet of you. As an action you can attempt to charm the target. The target rolls a charisma DC 15 check. If the branded target fails, they are considered charmed. They can make a charisma check every round to try and break the charmed affects and if they succeed, they are immune to your charm for 24hrs. They will continue to be charmed until they break its affects or as long as they are branded.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Hybrid Transformation Mastery
At 18th level, your devil's blood is now a part of your very essence. You can use your Hellish Transformation feature an unlimited number of times, and your hellish form can now last indefinitely.
You also gain the Blood Curse of Devilish Suggestions for your Blood Maledict feature. This does not count against your number of blood curses known.
As an action, you unleash your charm and take your devilish tongue to the next level. Each creature within 30 feet of you that can hear you and has been hit by either one of your Rite weapons, or has has one of your brands upon it, must succeed on a CHA saving throw or fall under the effects of Mass Suggestion (this ability follows the Mass Suggestion spell features/rules, but is limited only to targets under or hit by your curses/rites). A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by your suggestions.
Amplify. The range of this curse increases to 60 feet.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Hey all again,
This is the second in my line of three new Blood Hunter Classes, it is about 75% worked over. This one was meant as an experiment to see if I could replicate the functionality of the Lycan's Hybrid feature, so I could learn how they made the transformation feature toggle work. Well I figured it out...and liked it so much I continued.
So this transformation build is based upon the idea that, let's say a character was charmed by a Devil, oh maybe the devil fell for the character, of course when the devil reveals his/herself, the devil is rejected...leaving the character cursed. Well at least that is one way it could happen.
Importantly, all of the abilities of this build are based right off the Horned Devil. All of the abilities are also tied to the Crimson Rites and Blood Curses, so all have a limitation in uses.
After playing with it a bit, I think it will be decently powerful for Tier 1, little over powered in Tier 2, balanced for Tier 3 and maybe a little underpowered in Tier 4. For one brief moment though, with all rites/curses active, and a possible Suggestion to 1 or more creature, after level 18 this devilish character could be very interesting to roleplay.
Well anyhow, what do you all think?
TBD
Devilish Traits
Starting when you choose this archetype at 3rd level, you begin to adopt the infernal traits of those you once hunted...Devil's.
Your devilish frame now allows you to wear heavy armor types.
You gain proficiency with perception and you have Darkvision that grants 120 feet of vision in total darkness, you can also make out colors in dim light. Overtime you have become fluent with the languages of the Nine Hells, you know Infernal. Your devious and devilish tongue grants you +2 to your charisma.
Hellish Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the devilish blood that now lives within. As a bonus action, you can transform into your hellish form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
Hellish Form
Hellish Transformation Features
While you are transformed, you gain the following features:
Devil's Sight. Magical darkness doesn't impede your darkvision.
Hellish Resistances. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. You gain resistance to cold, fire and your are immune to poison and the poisoned condition.
Hellish Strikes. You grow demon like claws and a spiked devil's tail while in this form. Innately, you can apply your Crimson Rite feature to your unarmed strikes (including your tail), and you can treat the imbuement process to all as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike with your tail as a bonus action.
Hurl Flame. As an spell action, you can summon and hurl flaming bolts at your targets. This is a ranged Spell Attack with a range of 120 feet to one target, dealing 2d6 fire damage. Intelligence is the casting ability for this spell. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Brand of the Barbed Tail
At 7th level, you can brand a target after your successfully hit a target with your devilish tail.
Brand of the Barbed Tail. After you have successfully hit a branded/cursed target with your tail strike, and if the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose an equivalent in hit points to your current hemocraft dice damage at the start of each of its turns, due to an infernal wound.
Furthermore, when you have an active Crimson Rite while in your hellish form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Hellish Strikes
When you have an active Crimson Rite while in your hellish form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hellish Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hellish Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hellish form become closer to that of its brethren within the Nine Hells and you gain immunity to fire.
Fire Immunity. You gain immunity to heat and fire.
Brand of the Devil's Tongue
At 15th level, your Brand of Castigation now allows you to charm the affected target if they are within 60 feet of you. As an action you can attempt to charm the target. The target rolls a charisma DC 15 check. If the branded target fails, they are considered charmed. They can make a charisma check every round to try and break the charmed affects and if they succeed, they are immune to your charm for 24hrs. They will continue to be charmed until they break its affects or as long as they are branded.
Amplify. The target rolls at disadvantage.
Hybrid Transformation Mastery
At 18th level, your devil's blood is now a part of your very essence. You can use your Hellish Transformation feature an unlimited number of times, and your hellish form can now last indefinitely.
You also gain the Blood Curse of Devilish Suggestions for your Blood Maledict feature. This does not count against your number of blood curses known.
As an action, you unleash your charm and take your devilish tongue to the next level. Each creature within 30 feet of you that can hear you and has been hit by either one of your Rite weapons, or has has one of your brands upon it, must succeed on a CHA saving throw or fall under the effects of Mass Suggestion (this ability follows the Mass Suggestion spell features/rules, but is limited only to targets under or hit by your curses/rites). A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by your suggestions.
Amplify. The range of this curse increases to 60 feet.
Sight update above.