Base Class: Blood Hunter
Founded as a splinter organization of the Ghostslayers by Master Arlien Esperwind, the Dawn Walkers revealed themselves to the common people during the Clusian Civil War of 5 Post-Vagabond to 10 PV. Fighting valiantly on the side of the Clusian Common Folk Rebellion, or the CCFR, the Dawn Walkers not only brought the dictatorship of Archmagi Oriah Osrin, Duchess of Clada to swift and bloody end, these Blood Hunters defended the common folk from the Skinwalker incursions of 9 PV to 10 PV, which unfortunately resulted in the death of now Grand Master Arlien Esperwind.
Defenders of the common peoples of the world, the Dawn Walkers are known to accept anyone who wishes to assist into their ranks. Because of this, they are viewed with disdain by the other Blood Hunter orders. While sangromancy is still viewed with suspicion by many, the Dawn Walker conclaves are generally left alone to go about their business. The Dawn Walkers are nocturnal warriors, fighting monsters that no one else has the gall to take on alone. They operate in teams of two, a master and an apprentice, and success rates are among the highest of all Blood Hunters.
To join the Dawn Walkers, you sacrifice the life you once knew, but you know that you fight for the greater good.
Rite of the Gods
When you join this order at 3rd level, you learn the Rite of the Gods as part of your Crimson Rite feature. While the Rite of the Gods is active, the extra damage dealt by your rite is radiant. While active you gain the following benefits:
-Your weapon glows gold, and sheds bright light out to 30 feet.
-You have resistance to thunder and necrotic damage.
-When you hit a fiendish creature with a weapon that has this rite active, you deal an extra 1d6 points of damage.
Heavenly Stride
Upon reaching 7th level, at the start of your turn, you can magically step into the Seventh Heaven, Adonia, as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
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 Heavenly Stride twice between rests starting at 15th level.
Brand of Ieyar, the Unsetting Sun
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.
Blood Curse of the Gods
At 15th level, you hone your hemocraft to bring the wrath of the gods down upon the unworthy, and to protect your allies form the unholy. You gain the Blood Curse of the Gods for your Blood Maledict feature. This doesn't count against the number of blood curses known.
Holy Defense
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 5 hit points instead, alongside gaining advantage on Constitution saving throws.
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