Blood Hunter
Base Class: Blood Hunter

An Order of Hunters, blessed by the Eternal Flame. Unlike the other Orders they wish not to become the monster that they hunt but seek a way to redeem themselves and overcome the terrible deeds they have committed. While others can be idealists hoping to become a beacon of light to help those that have fallen. They are not against working with undead, demons, devils, and other supernatural creatures that 'can' be inherently evil. But if any threaten the innocent they will show them the power of Eternal Flame. Yet with this risk, they hope for even creatures will invite their own redemption if given a chance.

Flaming Aura

Starting at 3rd level you gain an Aura of Fire. Creatures that can see into the ethereal plane perceive blazing flames surrounding you, ones who cannot will still feel its warmth around you. Being used to the heat you have resistance to fire damage and you can focus your aura as a bonus action to melt ice and other frozen materials in an up to 5 ft cube you touch.

Searing Rite

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

The next time you hit a creature with a weapon attack during the Rite's duration, your weapon flares with white-hot intensity, and the attack deals an extra Hemocraft Die fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the ability ends, the target must make a Constitution saving throw. On a failed save, it takes Hemocraft Die fire damage. On a successful save, the ability ends, your save DC = Hemocraft save.

Soothing Flame

Starting at 3rd level, you begin to tap into the life-giving flames that your order is founded on. As a bonus action, you can imbue a creature you can see (including yourself) with Soothing Flames. That creature regains a number of hit points equal to a  Hemocraft die + your Intelligence modifier. You can use it a number of times equal to your Intelligence modifier and you regain all expended uses when you finish a short or long rest.

Blood Curse of the Rekindled

Upon reaching the  level 7, you've learned to keep others' flames burning in the heat of battle. You gain the Blood Curse of the Rekindled for your Blood Maledict feature. This doesn't count against your number of blood curses known.

As an Action, fiery light emanates from you. You shed 30 feet of bright light and an additional 30 feet of dim light. You and each creature of your choice within the bright light have its vitality bolstered by the rejuvenating light, they each gain 2d8. The light lasts until the end of your next turn or until you are incapacitated or die.

Amplify. Whenever a creature of your choice starts its turn in the bright light, the fire hones their senses. They have advantage on their next attack roll.

 

The Infernal's Rite

Upon reaching the 11th level, you have learned to energize the fiery essence within yourself, enabling swift and deadly strikes. Whenever you damage a creature that has been branded (by Brand of Castigation), a crimson flame leaps from them to a creature of your choice within 15 feet of them, dealing a Hemocraft Die of fire damage. 

Aspect of the Phoenix

Upon reaching the 15th level, You can use an action to channel the Aspects of the Phoenix, for up to 1 minute. You gain immunity to fire damage, and flying speed equal to your walking speed. While you are in this form you can use a bonus action to shoot fiery arrows at your enemies. Make a ranged spell attack using intelligence as your modifier against a creature within 60 ft of you. On a hit the creature takes fire damage equal to 2d6.

You can use this feature a number of times equal to your Intelligence modifier, You regain all expended uses when you finish a long rest.

Rebirth

Upon reaching the  level 18, If you drop to 0 hit points but don't die outright, you can choose to Burn Bright in the face of danger. You instead drop to a number of hit points equal to 4 rolls of your Hemocraft Die + half your Blood Hunter level. You can't do this again until you finish a long rest.


Additionally, If you die outright or fail on death saves your body explodes in fire doing (4 rolls of your Hemocraft Die + half your Blood Hunter level) in a 30ft sphere, your body burns up and turns to ash, leaving behind a small Phoenix Gem. While in the gem you can speak to a creature who is holding the gem 8 hours after the creation. If a creature who cared about you spends an hour heating this Phoenix Gem near an open fire, the fire will grow, and out of a torrent of fire, you will appear with 1 hit point. After you are rebirthed from a Phoenix Gem, you can't make another Phoenix Gem until a week has passed as your body recovers.

 

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