Base Class: Blood Hunter
Terror is a plague on the world that too many creatures have decided to exploit. The select few who join this order have made it their life’s work to eradicate the plague of terror threatening their world. If a town is being ravaged by the undead, or torched by dragons, blood hunters of the Order of Wild Terror will most certainly arrive.
Hunter of Evil
Starting at 3rd level, if a creature that is hostile to you or your allies is within 10 feet of you, you can, as a Reaction, take damage equal to 1 roll of your Hemocraft die, then teleport to it and make a melee weapon attack against it. If you have a Crimson Rite active, roll 1 additional die for your Rite damage. This range increases to 15 feet at level 7, 20 feet at level 11, 25 feet at level 15, and 30 feet at level 18.
Fearsome Attack
Starting at 3rd level, when you use your Hunter of Evil ability, all creatures of your choice within 10 feet of you must make a Wisdom saving throw against your Hemocraft DC. On a fail, the creature becomes Frightened of you for 1 minute. A Frightened creature must use all of its movement to get as far away from you as possible. A creature can repeat the saving throw at the end of each of its turns. The range for this feature increases to 15 feet at level 7, 20 feet at level 11, 25 feet at level 15, and 30 feet at level 18. At 11th level, you ignore immunity to the Frightened condition when you use this feature.
Terrifying Resolve
Starting at 7th level, you can take damage equal to 2 rolls of your Hemocraft die to gain another Reaction. You can only use this feature once per round. This increases to twice per round at level 11, and three times per round at level 18.
Strenuous Terror
Starting at 7th level, if you have rolled your Hemocraft die 3 times this round, every subsequent roll until the start of your next turn deals maximum damage.
Righteous Terror
Starting at 11th level, when you hit a creature that is hostile to you or your allies with a Crimson Rite active, roll an additional die for your Rite damage. At level 15, you can treat natural immunity to your Rite damage as resistance, and natural resistance as neutral.
Brand of Draining Terror
Upon reaching 15th level, your Brand of Castigation feature begins to drain the energy of your target. A creature branded by you has their movement speed halved, and subtract your Proficiency Bonus from all damage rolls the creature makes against you or a creature within 10 feet of you.
Blood Curse of the Terrified Mind
At 18th level, you gain the Blood Curse of the Terrified Mind for your Blood Maledict feature. This doesn’t count against your number of Blood Curses known.
Blood Curse of the Terrified Mind
As a Reaction, when 1 or more creatures become Frightened, you tear at the fabric of their mind. The Frightened creature(s) take 4D10 Psychic damage whenever they fail a saving throw.
Amplify. The Frightened creatures gain disadvantage on all saving throws.
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