Blood Hunter
Base Class: Blood Hunter

Some Blood Hunters delve into the arcane to pursue their foes, while others perform more alchemical and archaic methods to achieve their goals. There is one particular order that believes the best way to defeat the enemy is by tracking and learning everything about them, then hunting them down without remorse.

These members are of the Order of the Hunter, who hone their physical bodies to achieve the perfect kill no matter how dire the circumstances may seem.

Rite of the Hunter

When you join this order at 3rd level, you learn the Rite of the Hunter as part of your Crimson Rite feature. When you activate the Rite of the Hunter, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You gain darkvision out to 30 ft. If you already have darkvision, extend your range by 30 ft. instead.
  • When you hit a fiend with a weapon for which the Rite of the Hunter is active, you roll an additional hemocraft die of force damage when determining the extra damage from the rite.
  • When a creature hits you with an attack, you can use your reaction to gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. The armor bonus increases to 3 at level 10 and 4 at level 16.
  • Whenever you successfully land a critical hit against a fiend with this Rite active, you learn its true name

Crimson Rite Adept

Starting at 3rd level, you learn to muster multiple crimson rites at the same time. You can add an extra crimson rite on a weapon that already contains a crimson rite. If you apply a crimson rite on a weapon that already bears one, the necrotic damage you take is reduced by half. When declaring an attack, you can choose which crimson rite to use if that weapon bears multiple rites.

Adrenaline Surge

Upon reaching 7th level, at the start of your turn, you can magically enter a heightened sense of strength and speed. Your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. You can also walk freely on difficult terrain and have advantage on saving throws being restrained and paralyzed.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Surge twice between rests starting at 15th level.

Brand of the Hunter's Knowledge

Starting at 11th level, your Brand of Castigation exposes minor truths of your foe’s origin. When you brand a creature, you learn these truths about your enemy:

  • What damage types it resists
  • What saving throws it has proficiency in
  • What its armor class is
  • If the creature is a fiend, what it's true name is

Blood Curse of the Sentinel

At 15th level, you hone your hemocraft to slow the attacks of your target and to create openings for your own advantage. You gain the Blood Curse of the Protector for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Sentinel:

As a bonus action, you mark a creature that you can see within 30 feet of you. The marked creature has disadvantage on all attack rolls during its turn. This effect ends at the end of the creature's turn if it has made at least one attack role against you.

Amplify. Whenever the marked creature attacks you, you can use your reaction to make one weapon attack against the marked creature with advantage, so long as they are within range.

Thrill of the Hunt

Upon reaching 18th level, you've honed your skills as a hunter to the point where your body pushes beyond its limits at the taste of death. If you reduce a creature to 0 hit points. You gain the effects of Adrenaline Surge. If you reduce a creature to 0 hit points while under the effects of Adrenaline Surge, the timer refreshes and until the end of your next turn you gain additional benefits:

  • All weapon attacks are made with advantage
  • Your weapon attacks score a critical on a roll of 19 or 20

 

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