Blood Hunter
Base Class: Blood Hunter

The Order of Kindled Ash is a splinter sect of the Order of the Ghostslayer, created by Balun and Irabella Ashwood. The Ashwoods, two of the most famous and renowned Ghostslayers, created this side order due to disagreements with the fundamental values of their former Order.  Utilizing their incredible magic and combat prowess, they developed their own blood curses and combat styles, utilizing fire and necrotic energies. By turning their back to the Ghostslayer order, they became enemies, but fought for the side of good, in all of its facets. Because sometimes, the worst abomination… is Man.

Rite of the Ash

When you join this order at 3rd level, you learn a special Crimson Rite. Tapping into the Blood of the Phoenix, you enshroud your weapons in fire and darkness.

Rite of the Ash. Your rite damage is fire and necrotic damage. You roll 2 crimson rite dice and take the damage of both. You deal 1 Crimson Rite die of both fire and necrotic damage, on each hit attack.

While the rite is active, you gain the following benefits.

  • You have resistance to fire and necrotic damage.
  • You have darkvision up to 60 feet.
  • While standing in darkness, you may choose to become invisible as a bonus action. This invisibility does not cease as long as you stay within darkness. If at any time you enter dim or bright light, you become visible again.

Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Rise From the Ashes

Rise from the Ashes

Beginning at 7th level, you have broken the boundaries between life and death. When you would drop to 0 hp, you may choose to instead drop to 1 hp. If you choose to do this, a 20 foot radius explosion of fire bursts out from you, burning all creatures in the radius. Each creature in this radius must make a Dexterity Saving Throw, using your Blood Curse DC. On a failure, a creature takes 4d6 fire damage. On a success, it takes half damage. 

This damage goes up to 6d6 at 11th level, and up to 8d6 at 18th level.

You may only use this feature once per long rest at 7th level, then twice per long rest at 15th level.

Brand of Incinerating Ire

Beginning at 11th level, your Brand of Castigation has become twisted. Rather than leaving a psychic arcane brand, your Brand now leaves a searing, excruciating burn. You always know the direction to the branded creature, and every time the branded creature takes damage from you or any other person you designate that is within 30 ft of the branded creature, they take fire damage equal to your Intelligence modifier (minimum of 1 damage). This fire damage bypasses fire resistance. Your Brand of Castigation no longer causes the creature to take psychic damage when it deals damage to you or another creature. 

At 13th level, when you obtain the Brand of Tethering feature, it acts as normal, but instead of psychic damage, it increases the fire damage of Brand of Incinerating Ire to 2 times Intelligence Modifier. 

If you Brand an undead creature of a Challenge Rating equal to or lower than your Blood Hunter level, upon that creature dropping to 0 hp, their form dissolves into ash, unable to be risen again. 

If you brand a creature that is not undead or celestial, and that creature drops to 0 hp, you can force them to make a Constitution saving throw vs your Hemocraft DC by spending one use of your Blood Maledict. On a failure, that creature turns to ash, unable to be risen as undead. On a success, your brand ends.

Blood Curse of the Consuming Darkness

At 15th level, you've gained considerable control over your own darkness, and instead of consuming you, it now consumes those who would bring harm to you. You gain the Blood Curse of the Consuming Darkness for your Blood Maledict feature. This doesn’t count against your number of blood curses known. 

Blood Curse of the Consuming Darkness. As a bonus action, you may choose one creature that you can see within 30 feet of you. You unleash an inky tendril towards it, full of malice and hunger. The creature must make a Constitution saving throw. On a failure, the creature starts being consumed by your darkness. The creature takes 3d6 necrotic damage. With every subsequent turn and failed saving throw, the damage increases by 1d6, up to a maximum of 10d6. This Blood Curse lasts for one minute, and you must concentrate on it as if it were a spell. An affected creature makes a Constitution saving throw at the end of each of its turns to try and end this effect. On a success, the curse ends. 

Amplify. Whenever a creature makes a Constitution saving throw against this Blood Curse, you may Amplify in order to impose Disadvantage on that saving throw. 

Desecrated Slayer of Corruption

At 18th level, you have unraveled the mysteries and conundrums of the power struggles between man and monster. Your Order was branded as heretical, and hunted for desecrating a sacred Order. You have found both sides contain truth, but more importantly, corruption and evil on both sides. You are the champion who destroys those who would bring harm and corruption to the world. 

By reaching this level of prowess, you have honed your combat and Hemocraft skills to a near peerless level of mastery. 

  • Whenever you take the Attack action, you gain a 3rd attack. 
  • You have immunity to fire and necrotic damage whenever your Rite of the Ash is active. 
  • Your Brand of Incinerating Ire now bypasses fire immunity. Additionally, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target under the effect of Brand of Incinerating Ire. To teleport in this way, you must be able to see the branded target.
  • When a creature under the effect of Blood Curse of the Consuming Darkness reaches 0 HP, you regain HP equal to the maximum number of hit dice the creature had, plus the number of d6s that the creature last suffered of necrotic damage due to the Blood Curse. 

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