Hunter's Bane. Blood Hunters have advantage on Survival checks to track fey, fiends or undead as well as advantage on Intelligence checks made to recall information about them.
Crossbow Expert. Blood Hunters do not get disadvantage on crossbow attacks when a hostile creature is within 5 feet of them. They also ignore the loading property.
Blood Maledict (2/Short Rest). Blood Hunters can invoke a blood curse a number of times per short rest Before it affects the target, they can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes them to take 1d6 points of necrotic damage that cannot be reduced in any way. The curses have a DC of 15. Their blood curse is located in the Bonus Action section.
Multiattack. The Blood Hunter can attack twice with their Serrated Rapier +1 or their Crossbow +1 attacks.
Serrated Rapier +1. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 13 (1d8+8) slashing damage. When a successful attack with this weapon is made against aberrations, celestials, fey, fiends, monstrosities, and undead, this weapon will deal an extra 1d8 slashing damage.
Crossbow +1. Ranged Weapon Attack: +11 to hit, range 80/320 ft., 1 target. Hit: 10 (1d8+6) piercing damage.
Crimson Rite. As a bonus action, the hunters can activate this right on a weapon they're holding. A weapon can only hold one active rite at a time. When activated, they will take 1d6 necrotic damage which can't be reduced in any way. While the rite is active, their weapon will deal an additional 1d6 of a damage type determined by the rite:
Rite of the Flame. Their weapon attacks will deal an extra 1d6 fire damage.
Rite of the Frozen. Their weapon attacks will deal an extra 1d6 cold damage.
Rite of the Dawn. Their weapon attacks will deal an extra 1d6 radiant damage. In addition, their weapon sheds bright light out to a range of 20 feet, they have resistance to necrotic damage, and deal an additional 1d6 radiant damage to undead creatures.
Blood Curse of the Marked. As a bonus action, the Blood Hunter can mark a creature that they can see within 30 feet of you. Until the end of their turn, whenever they hit the cursed creature with a weapon for which they have an active crimson rite, they roll an additional hemocraft die when determining the extra damage from the rite.
Amplified. The next attack roll they make against the marked creature befote the end of their turn will have advantage.
Blood Curse of the Eyeless. When a creature within 30 feet of the Blood Hunter that they can see makes a weapon attack, they can choose to roll a hemocraft die and subtract the number rolled from the creature’s attack roll. The creature is immune to this if they are immune to the blindness condition.
Amplified. The Blood Hunter applies this to all of the creature’s attack rolls until the end of the creature’s turn. The Blood Hunter rolls separately for each attack.
Description
The Order of Calimordo is a Blood Hunter order based in the Kingdoms of Boulderberry and Moradir that defend the realm against extraplanar threats. They employ holy techniques thanks to their patron celestial Purity. Agents are trained not only in combat, but in strategy, investigation, and covert operations.
Groups of Agents are trained by a Master, who may choose to take one or two directly under their wing as an apprentice if they show promise. All Masters and Apprentices answer to a Grandmaster of which there is currently only one: Lagnithi. The other Grandmaster, Gildarn Calimordo, has passed on.
Though they are mainly Blood Hunters, there are Clerics, Wizards, and Rogues amongst their number.
Previous Versions
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3/22/2023 11:44:14 PM
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1/25/2024 6:18:11 PM
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7/16/2024 9:52:16 PM
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7/16/2024 9:54:21 PM
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2.0
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7/16/2024 10:06:21 PM
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2.0.1
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