Base Class: Blood Hunter
.
Rite of the Arachnophile
When you join this order at 3rd level, you learn the Rite of the Arachnophile esoteric rite (detailed below).
Rite of the Arachnophile. Your rite damage is poison damage. Additionally, once per turn you can force a creature hit by this rite to make a DC {{savedc:int}} constitution save or become paralyzed until the end of your next turn.
Toxic blood
Beginning at 3rd level, your blood becomes highly venomous, and you can use that to your advantage. You can use an action to force a grappled creature to make a DC {{savedc:int}} constitution save or become poisoned for one minute. While poisoned in this way, the creature takes {{scalevalue}} poison damage at the start of each of your turns. Upon doing this, you lose a number of hit points equal to one roll of your hemocraft die ({{scalevalue}})
True Arachnid
Upon reaching 7th level, you have become used to the toxic nature of your blood, and as such are immune to poison damage and being poisoned.
You also gain a climbing speed equal to your walking speed and can cast the Web spell once per long rest without material components. Intelligence is the spellcasting ability for this spell.
Corrosive Strikes
Beginning at 11th level, you learn how to exploit incapacitated enemies, leaving them vulnerable to your Crimson Rite. Whenever you damage a paralyzed or restrained creature with your Crimson Rite, your weapon deals one additional hemocraft die of acid damage and the creature becomes blinded until the end of your next turn.
Additionally, you can attack three times, instead of two, when you take the attack action.
Hunter's Strike
At 15th level, you’ve honed your hunting abilities. While you have a crimson rite activated, you can deal an extra 2d10 rite damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon unless you are using Rite of the Arachnophile.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it , the creature isn't incapacitated, and you don’t have disadvantage on the attack roll.
Additionally, your abilities ignore immunity to the poisoned condition
Crippling Venom
Upon reaching 18th level, your venom flows through creatures you damage, ravaging their abilities. You can use an action to force a branded creature to make a DC {{savedc:int}} constitution saving throw. On a fail, the creature becomes poisoned. While poisoned in this way, the creature suffers the following effects
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Constitution saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 poison damage to the target.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/26/2021 6:31:44 PM
|
16
|
0
|
--
|
Coming Soon
|
|
|
9/26/2021 11:32:19 PM
|
11
|
0
|
2
|
Coming Soon
|
|
|
10/8/2021 10:46:54 PM
|
8
|
2
|
2.5
|
Coming Soon
|
Comments