Blood Hunter
Base Class: Blood Hunter

The Order of the Demon Hunter is a young order founded sometime after the first calamity. With powers of the Abyss growing and many dark powers trying to get a foothold in our world, many turned to harness the very powers that make Demons as deadly as they are. Demon Hunters possess the essence of the demons themselves, often giving up who they previously were in order to combat the fiends in a way no other mortals can.

Demonic Aspect

When you reach 3rd level, you create a demonic pact through a highly dangerous ritual in order to take on an aspect of your choice: Vengeance or Havoc. You cannot change this choice once you have made it.

Aspect of Havoc

A Demon Hunter who has gained the Aspect of Havoc is nimble and deadly, they are covered in arcane scars and struggle to contain the dark powers they wield. As an action or bonus action, you can call upon your demonic aspect to gain the following powers, which last for 1 minute, until you are knocked unconscious, or if you end it early as a bonus action. This feature can only be used while you aren't wearing medium or heavy armor.

Vengeful Retreat. When you make an attack, you can use your reaction to move up to half your speed. This movement does not provoke opportunity attacks.

Eye Beam. While Aspect of Havoc is active you can gain access to a special ranged attack, Eye Beam. If you are able to make multiple attacks with the attack action this attack replaces one of them. A blast of energy fires from your eyes in a 25ft line in a direction you choose. All targets in this line make a dexterity saving throw taking force damage equal to one roll of your hemocraft die + Hemocraft Modifier on a failure and half-damage on a success.

Demons Bite. Once on each of your turns, one of your attacks with a weapon can deal an extra 1d8 fire damage.

You may use this feature up to two times, Once you have completed a short or long rest you regain all uses of this feature. At 7th level you can use this feature three times, and at 15th level you can use this feature four times between rests

Aspect of Vengeance

A Demon Hunter who has gained the Aspect of Vengeance is hardened and resilient, their body covered in demonic spikes and arcane tattoos. As an action or bonus action, you can call upon your demonic aspect to gain the following powers, which last for 1 minute, until you are knocked unconscious, or if you end it early as a bonus action. This feature can only be used while you aren't wearing heavy armor.

Demon Spikes. While you are empowered by Aspect of Vengeance you grow demonic spikes causing your melee attacks deal extra piercing damage equal to your hemocraft die. Additionally, you can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon.

Immolation Aura. As an action you can cause a flare of immolating flame around you that damages enemies and heals your wounds. All creatures you choose within 5ft of you must make a dexterity saving throw or take fire damage equal to one roll of your hemocraft die + Hemocraft Modifier. You then recover hit points equal to your Hemocraft Modifier per creature hit.

Infernal Strike. In place of your movement you can leap to any unoccupied space within 30ft of you. Regardless of where you choose to land this uses all of your movement. You can ignore obstacles and rough terrain when using this leap.

You may use this feature up to two times, Once you have completed a short or long rest you regain all uses of this feature. At 7th level you can use this feature three times, and at 15th level you can use this feature four times between rests

Sigil of Flame

When you join this order at 3rd level, you learn the Rite of Flame primal rite.

While the Rite of Flame is active you gain the following benefits:

  • Your weapon sheds bright light out to a radius of 15 feet.
  • Any fire damage you deal ignores resistance and immunity if the target is a fiend.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a fiend.
Rite of Flame

Your rite damage is fire damage.

Revel in Pain

At 7th level, your demonic essence grows stronger granting you a benefit based on your Aspect:

Aspect of Havoc

Chaos Nova
As a reaction to being hit with an attack or spell you can unleash the chaotic energy inside you. All targets within 5 feet of you must succeed on a Intelligence saving throw or be stunned until the end of your next turn. Once you use this feature you can't do so again until you finish a short or long rest. Beginning at 15th level, you can use this feature twice between rests.

Aspect of Vengeance

Empower Wards
As a reaction to being hit with an attack or spell you can empower your demonic tattoos and gain resistance to all damage types until the start of your next turn including the triggering attack. Once you use this feature you can't do so again until you finish a short or long rest. Beginning at 15th level, you can use this feature twice between rests.

Enhanced Demonic Aspect

Starting at 11th level, you learn to harness and unlock more of the hidden potential behind your Demonic Aspect. You gain an additional benefit while Demonic Aspect is active based on which aspect you chose.

Aspect of Havoc

Blind Fury
Eye Beams damage increases to two die instead of one. Additionally you can activate Blind Fury as a Bonus Action and add additional damage dice to your Eye Beam. You can add a number of dice equal to half your Blood Hunter level. After Eye Beam is resolved you take damage equal to half the damage rolled on any additional dice you added. If Blind Fury reduces a target to 0 HP you regain a number of hit points equal to half the damage rolled

Aspect of Vengeance

Sigil of Chains
As a bonus action you can empower Infernal Strike to summon demonic chains targeting a number of creatures equal to your Hemocraft modifier within 10 feet of where you land. Each of these targets must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.

Brand of the Fel Flame

Upon reaching 15th level, your Brand of Castigation feature now places a Fiery Brand on the target leaving them vulnerable to your Rite of Flame. Whenever you damage a branded creature with your Rite of Flame you ignore immunity and resistance. In addition, your weapon deals one additional hemocraft die of rite damage.

Blood Curse of Unbound Chaos

Upon reaching 18th level, You gain the ability to manipulate the chaotic energy flowing in your veins. You gain the Blood Curse of Unbound Chaos for your Blood Maledict Feature. This doesn't count against your number of blood curses known.

Blood Curse of Unbound Chaos
Prerequisite: 18th level, Order of the Demon Hunter

When you roll damage from activating a Order of the Demon Hunter feature, you can use your reaction to unbind the chaos within you and deal maximum damage, instead of rolling.

Amplify. Additionally, you regain hit points equal to half the damage dealt. Once you've amplified this blood curse you must finish a long rest before you can amplify it again.

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