Base Class: Blood Hunter
Throughout history, there are times that the common man is put at risk of extinction by the machinations of the gods. There is no safe place for your family when beasts roam the lands, devouring all they come in contact with, while the stupid celestials sit on their asses and do nothing. The prayers of the commoners fall on deaf ears, but you pray to no god. You instead, decide to pull them from their fancy thrones and steal their divine spark to take matters into your own hands. The order has given you the knowledge to track, trap, and destroy any celestial that gets in your way. Its your job to put it into practice, good luck young hunter.
Celestial Tracker
You have advantage on Wisdom (Survival) checks to track celestials, as well as on Arcana checks to recall information about them.
Pureblood Resistance
Beginning at 7th level, you have ingested celestial blood and gained some of their abilities. You have resistance to radiant damage.
As a bonus action, you can temporarily harness your divine blood to gain resistance to all damage for 1 minute.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Brand of Planar Binding
Beginning at 11th level, whenever you damage a branded creature with your Crimson Rite, the creatures fly speed becomes 0 if they have one. In addition, the branded creature can no longer teleport to another plane.
Blood Curse of the Godslayer
At 15th level, you’ve honed your hemocraft to punish those who would dare claim dominion over the mortal realm. You gain the Blood Curse of the Godslayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Godslayer
Prerequisite: 15th level, Order of the Godslayer
As a bonus action, you curse a creature that you can see within 30 feet of you to suffer grievous wounds until the end of your next turn. For the duration of this curse, the creature is vulnerable to necrotic damage. Also, the creature has disadvantage on Constitution saving throws if it makes more than one melee or ranged attack during its turn.
Amplify. The cursed creature suffers 4d8 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.
Eyes of Truth
Starting at 18th level, the celestial power running through your veins gives you truesight, out to a range of 60 ft. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range.
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