Base Class: Blood Hunter
Many modern Blood Hunters believe that the old way of combatting the forces of darkness are antiquated and obsolete. Battling that which goes bump in the night with ancient magicks that stem from utilizing the beasts' own powers against them is not the way of Blood Hunters of the Order of Scholars. Scholars seek to defeat their enemies with knowledge and understanding, rather than sheer power. They gain their knowledge through study, and use that knowledge to target an enemy's weak points.
Rite of the Arcane
When you join this order at 3rd level, you learn the Rite of the Arcane esoteric rite (detailed below):
Rite of the Arcane. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- You have resistance to Psychic damage.
- You have advantage on Intelligence, Wisdom, and Charisma saving throws.
- If you succeed on a saving throw against a magical effect, your next weapon attack deals on additional hemocraft die of rite damage.
Rite Expert
Starting at 3rd level, your expertise at using your Crimson Rite has taught you to reduce the damage that it deals to you. When you activate your Crimson Rite, as a reaction, you can cause the damage dealt by your Crimson Rite to be halved, rounded up, to a minimum of 1 damage. You can do this once, and regain all expended uses upon taking a short rest. Starting at 11th level, you can do this twice and regain all expended uses upon taking a short rest.
In addition, you can choose one more Primal Rite. At 11th level, you can choose an Esoteric Rite to take, as well.
Rite of the Dead
Your Rite damage is Necrotic damage.
Rite of the Flame
Your rite damage is Fire damage.
Rite of the Frozen
Your rite damage is Cold damage.
Rite of the Oracle
Your Rite damage is Psychic damage.
Rite of the Roar
Your Rite damage is Thunder damage.
Rite of the Storm
Your rite damage is Lightning damage.
Blood Analyst
Starting at 7th level, whenever a creature marked with your Brand of Castigation takes psychic damage from it you can, as a reaction, force that creature to make an Intelligence saving throw against your Hemocraft save DC. On a failure, you learn the following attributes about the target: damage vulnerabilities, damage resistances, damage immunities, and condition immunities. You can do this a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.
Mental Fortitude
Starting at 11th level, you gain proficiency with Wisdom and Charisma saving throws.
Blood Curse of Suscepitibility
Starting at 15th level, you gain the Blood Curse of Susceptibility for your Blood Maledict feature (detailed below). This doesn't count against your number of Blood Curses known.
Blood Curse of Susceptibility
As an action, a creature within 30 feet of you has a new weak spot torn into their physical form through the strength of your hemocraft. Roll a d6. The target gains a new damage vulnerability, determined randomly from the table below for one minute. This vulnerability only applies to damage dealt by your Crimson Rite feature. If the target is immune to the damage type rolled, this feature has no effect.
|
d6 |
Vulnerability |
|
1 |
Fire |
|
2 |
Cold |
|
3 |
Lightning |
|
4 |
Thunder |
|
5 |
Necrotic |
|
6 |
Psychic |
Amplify. You can choose which damage vulnerability is applied to the target, and the vulnerability applies to all damage that would be dealt to that target.
Exploit Vulnerability
Upon reaching 18th level, due to your study of your Crimson Rite and the nature of your enemies, if you deal damage to an opponent with your Crimson Rite, that damage ignores resistance.
Previous Versions
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11/17/2021 12:56:23 AM
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