Base Class: Blood Hunter
What use is channeling the energy within blood, if one does not free itself from its bindings first? With greater comprehension of this crimson ink in which life is written must come a spiritual freedom from its need: no voice will cry suffering, no mind shall break to others’ will, as the lash washes long from flesh its sin. This is the motto of the Order of the Flagellants, a group of Blood Hunters who studied the magical and alchemical properties of blood and found great power in it, as the power for great horrors. Blood is more than flesh: it is identity, it is instincts, it is potential. And such potential must not be wielded by those with a frail mind.
When the Great Church waged war against the Heresiarchy, some of its ministers found it apt to appoint a small, nameless Blood Hunter Order to keep their armies safe from the prowling monsters of the surrounding lands. Such order was to be disbanded after the war at the hands of the Cardinos monks, the Church’s executioners, but a small group of Hunters survived: found new blood knowledge during the war, and new allies in a stray group of bloodied monks of Mercy, a new wandering Blood Hunter Order was born. The Church eventually began to tolerate their presence, their relationship becoming ever more ambiguous: though the Order shows no internal division, its members seem to consider both the Great Church and the Heresiarchy as their allies. Although not the church nor the Heresiarchy seem to publicly affiliate with the Order, these Blood Hunters roam freely the wilderness, slaying monsters, sometimes begging for alms, as their Order has no wealthy patron. Some of these Hunters even grow to become fanatics, preaching their knowledge and their hunt in the streets and flagellating themselves publicly. There aren’t many, but they do influence the public opinion, not exactly in their favour.
Though theirs is a wandering order, they seem to have some sort of base around Aftamirria, where the Crimson Court resides.
Awash in Crimson Rivers
Through pain and dire need, you learn to heighten your
control over your hemocratic powers. Once you reach
3rd level, whenever you’re below a quarter of your hit
point maximum, any hemocraft die you roll rolls the
maximum result.
Also, when you activate a Crimson Rite, you can
choose to suffer one extra die of damage to gain
resistance to all bludgeoning, piercing and slashing
damage until the end of your next turn. You can use this
feature a number of times equal to your proficiency
bonus, and regain exended uses when you finish a short
or long rest.
No Mind Shall Break
Upon reaching 7th level, you have advantage on saving
throws to avoid the charmed and frightened conditions,
and if a creature fails to charm or frighten you while
within your reach, you can use your reaction to make a
weapon attack roll against it.
Starting at 14th level, you’re immune to the charmed
and frightened conditions.
Brand of redemption
Beginning at 11th level, your Brand of Castigation
preaches to other creatures freedom from blood.
Whenever a branded creature would regain hit points, it
instead regains none, and you gain temporary hit points
equal to the amount of healing it would have recieved.
Blood Curse of the Lifestream
At 15th level, you’ve learnt to fully percieve blood as a
stream of life energy that can flow anywhere, and how
to direct it and subjugate it to your identity. You gain the
Blood Curse of the Lifestream for your Blood Maledict
feature. This does not count against your number of
blood curses known.
Blood Curse of the Lifestream
As a bonus action, you appoint a creature to
relinquish its blood to you. Choose one creature within
30 feet of you: the target suffers necrotic damage equal
to the roll of four hemocraft dices, and you regain a
number of hit points equal to the damage taken.
Amplify. When you amplify this curse, you can choose
to suffer damage from up to five of your hemocraft
dices. For each dice you roll, choose one creature within
60 feet of you: that creature regains hit points equal to
two rolls of your hemocraft dice.
No Voice will Cry Suffering
At 18th level, you’ve learnt to endure all pain and feast
rapturously on its adrenaline. Whenever you are
reduced to 0 hit points, even if the hit would have killed
you outright, you can choose not to fall unconcious, but
you’re still dying and have to make death saving throws
as usual. While this feature is active, and you take the
attack action, you can make one additional attack for
each death saving throw you failed.
If you recieve healing while this feature is active, you
cannot use it again until you finish a long rest.
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