Blood Hunter
Base Class: Blood Hunter

Of the many terrible blood rituals that curse the realm, few are as ancient or as feared as that of the Lysian. Channeled through the death of many, these creatures live inside a humanoid, feeding on its blood and on its fears, slowly taking over the body. Many of these Humanoids lose control of the Lysian after a few years and die, but some have learned to channel its energy. Through technology and arcane weaponry, they can manipulate its power and supress its will. Constantly switching between a number of weapons, they change the battle to their liking.

Using arcane and demonic magic, these blood hunters can deal incredible amounts of damage and hunt their enemies down with the right weapon at all times. 

Arcane Weaponry

Beginning at 3rd level you gain an arcane weaponry arsenal, that grants you benefits against certain types of creatures. You can choose two weapons at this level, and one additional one at lvl 7, lvl 11 and lvl 15. While wielding your arcane weapons, you count has being proficient in them. 

Switching. As a Bonus Action, you can shift the form of your arcane arsenal to suit your needs better. You can change your weapons a number of times equal to double your proficiency bonus. You regain all expended switches after finishing a long rest. 

Reloading. Arcane weapons that have the reload property need to be reloaded with your health. Just like other firearms, you can expend a bonus action or action to reload your weapon. If you reload, you have to make a constitution saving throw against your own dc or take necrotic damage equal to one of your hemocraft die. 

Rites. If you activate a rite on one of your arcane weapons and switch to another form of your arsenal, it will continue to stay active on your new arcane weapon. 

Arkal and Dormus

This arcane shotgun and shield are a constant pair of two. They give you the ability to stand in front of the fight, blocking incoming damage with arkal und hitting hard with dormus. Used by the hunters of the past, this combination is perfected to be used against beasts and humanoids.

  • Arkal (Shield) counts as a +1 Shield with a base AC of +2. 
  • Dormus (Shotgun) counts as a +1 Shotgun. 
  • Dormus deals 2d8 Piercing damage, has a Range of a 10 feet cone and has to reload after two shots. 
  • While attacking with dormus, creatures that are standing behind another creature in your cone count as having half cover. 

After switching to Arkal and Dormus, you either get a +2 Bonus to AC until the start of your next turn, or get a +2 Bonus to all damage rolls you make until the start of your next turn (your choice)

While wielding Arkal and Dormus, you can use an Action to combine the two. After doing so, you lose the bonus to ac, but gain the following benefits for 1 minute or until you switch to another weapon:

  • Dormus deals 3d8 Piercing damage
  • Dormus gains the Two-Handed Property and grows in size
  • Dormus range increases to a 15 feet cone. 

After doing this, Arkal and Dormus go dormant for the day and cant be used again until you finish a long rest. 

 

Gilgathon

This arcane lance gives you the ability to strike your enemies from a distance, while protecting your allies. Gilgathon is perfected to be used against fiends.

  • Gilgathon counts as a +1 lance for all attack and damage rolls.
  • Gilgathon has a reach of 10 Feet. 
  • While wielding Gilgathon, you cannot use your extra attack feature. Instead, you gain an additional d6 piercing damage for each additional attack this feature would grant you. For example, a 5th level Bloodhunter gets to add 1d6, while an 11th level fighter gets to add 2d6. 

After you switch to Gilgathon, you create a moment of peace and vitality near you. Each creature in a 20 feet radius around you that you select (This can include yourself) gains a number of temporary hitpoints equal to 1d8 + your Bloodhunter level. 

Once per day, you can extend the reach of Gilgathon to 20 feet for one round. 

When you hit a fiend with Gilgathon, it has to make a Wisdom saving throw (DC 16). On a failure, it takes 1d8 radiant damage and is feared of you for one round. On a success, nothing happens. 

Jarrithas

This arcane rifle is the perfect weapon for staying out of combat and attacking from a long distance. Used by the Godslayers of the past, this weapon is perfected to be used against celestials. 

  • Jarrithas counts as a +1 Sniper Rifle for all attack and damage rolls made with it. 
  • Jarrithas has a range of 200/800ft, has the two-handed property, has to be reloaded after each shot and deals 3d12 piercing damage.  
  • While wielding Jarrithas, you can only attack once per turn, regardles of how many extra attacks you would normally get.
  • While wielding Jarrithas, you can use your bonus action to gain advantage on your next attack roll.
  • If you hit a celestial with one of Jarrithas bullets, you deal an additional 2d12 piercing damage. 

After switching to Jarrithas, your next attack is made with disadvantage but deals 1d12 additional damage if it hits. 

Once per day, Jarrithas can fire a massive bullet that explodes on impact. As an attack, you can fire this bullet, to deal 4d12 piercing damage in a 20 foot radius. Each creature standing in the radius has to make a dexterity saving throw against your blood maledict dc. On a fail, they take the full damage and are knocked prone. On a success they take half the damage and arent knocked prone. After using this you take 2 dice of your hemocraft die as necrotic damage.

Maroch

This ancient longbow has been enhanced with metal and the demonic presence of the Lysian within you. Maroch has been perfected to be used against undeads. 

  • Maroch counts as a +1 Longbow for all attack and damage rolls you make with it. 
  • Maroch doesnt use ammunition and does not have to be reloaded. 
  • Maroch has a range of 150/600ft
  • Maroch fires a second shot immediatly after the first one if you score a critical hit. 
  • While wielding Maroch, you gain one additional attack. 
  • You have advantage on any attack role you make against an undead. 

After switching to Maroch, your first shot you make with it counts as two.

Once per day, you can use the energy within Maroch to fire a rapid series of arcane arrows at your enemies. After using this as a bonus action, you have double your normal attacks for 1 round. 

Serillin

This magically enhanced gun from ancient times can channel the energy of the creature within you, to fire powerful bursts of magic. The weapon is specialised in short range fights against monstrosities.

  • Serillin has a range of 60 feet.
  • Serillin counts as a +1 Weapon for Attacks and damage rolls
  • It deals 2d6 Piercing damage and uses your dexterity modifier for attack and damage rolls. 
  • Serillin has to be reloaded after 12 shots. 

After switching to Serillin, every attack you make in the next round is made with advantage. 

Additionally you can fire a stronger bullet of arcane force, dealing 2d6 additional force damage. This damage increases by 1d6 if you hit a monstrosity with it. After firing this bullet, you always have to reload serillin. You can fire this bullet 3 times per day. 

Tekunoth

This magically enhanced Longsword gives you the ability to quickly move around the battlefield, delivering many strikes and cutting your foes. Tekunoth is perfected to be used against abberations. 

  • Tekunoth counts as a +1 longsword.
  • While wielding Tekunoth, you can use the dash and the disengage action as a bonus action.
  • While wielding Tekunoth, your movement speed increases by 10 feet.

After switching to Tekunoth, each creature in a 5 feet radius around you takes 1d6 slashing damage. 

Additionally, you can unleash a series of attacks on every enemy in your area. Once per day, you can use one of your attacks to attack every creature in a 5 feet radius around you. For each creature, you have to roll one attack roll. If you hit, you deal 2d6 slashing damage. 

Hitting an abberation with tekunoth deals 1d6 additional slashing damage.

Rite of the Demon

When you join this order at 3rd level, you learn the Rite of the Demon rite (detailed below)

Rite of the Demon. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:

  • Your weapon sheds dim light out to a radius of 10 feet. 
  • You gain Darkvision of 60 feet.

Tinkerer

Beginning at 7th level, you gain the ability to increase your weapons and sturdy your body with your own inventions. You gain proficiency in the Arcana and the Medicine Skill. Additionally you gain proficiency in Tinkers Tools. 

As Part of a short rest, you can build a mechanical injector, that you can put into one of your weapons as a bonus action. As part of building these things, you have to make a check with your tinkers tools (Dexterity). The DC you have to beat is 15. 

After injecting a weapon, it gains the following benefits. 

  • The Weapon gains a +1 Bonus to its Attacks and Damage rolls for 1 Hour
  • Its Bonus Damage increases by one of its dice

Weapon Mastery

Starting at 11th level, youve mastered one of your weapons, granting you additional benefits while fighting with that weapon. 

 

Blood Curse of Weakening

At 15th level, youve mastered the battlefield and know exactly where to strike an enemy. You gain the Blood Curse of Weakening for your Blood Maledict feature. This doesn't count against your number of blood curses known. 

After you hit a creature with an attack, you can use your reaction to temporarily weaken their resilience. Until the end of its next turn, it loses all its resistances and loses 2 points of AC. 

Amplify. The target must make a Wisdom saving throw or be stunned until the end of its next turn. 

Weapon Mastery

At 18th level, you have mastered another one of your Weapons. Choose one of them, to increase their power. 

Additionally, you learn the last of your Arcane Weapons and can now use all of them. 

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